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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yvain</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T00:14:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43239</id>
		<title>40d:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43239"/>
		<updated>2008-07-12T11:37:39Z</updated>

		<summary type="html">&lt;p&gt;Yvain: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[well]] is an important part of any fortress. It gives you a source of [[water]] that doesn't dry up or freeze. It's indoors, so there's no threat from [[carp]], [[goblins]], or [[animal]]s. You can even use it safely during a [[siege]]. Using it provides your dwarves with happy [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Wells can be intimidating to build. Draining water from the surface can flood your fortress if you aren't careful. This guide tells you how to build a well by draining a [[pond]]. Draining from moving water, like a [[brook]] or [[stream]], is not recommended. That requires a [[reservoir]], since there's an unlimited supply of water entering the map. &lt;br /&gt;
&lt;br /&gt;
To build a well you will need a [[chain]] (which may be a rope!), a [[bucket]] and a [[mechanism]].&lt;br /&gt;
==Basic well==&lt;br /&gt;
&lt;br /&gt;
1. Mine a one-square wide tunnel to a place near the pond to be drained. &lt;br /&gt;
&lt;br /&gt;
 ~######&lt;br /&gt;
 ~#+++++&lt;br /&gt;
 ~######&lt;br /&gt;
&lt;br /&gt;
2. Figure out how many squares of water are in the pond. You will need the same number of empty tiles below your well. Stairs do count as empty. The well does not need to be on the same level as the water. Building below this level will make ??&lt;br /&gt;
&lt;br /&gt;
3. Channel though the floor the the end of the tunnel. Your well will be on this tile, or directly below it. &lt;br /&gt;
&lt;br /&gt;
4. Dig a staircase down, just behind the channel. &lt;br /&gt;
&lt;br /&gt;
 ~########&lt;br /&gt;
 ~#.&amp;gt;+++++&lt;br /&gt;
 ~########&lt;br /&gt;
&lt;br /&gt;
5. Repeat this stair and channel pattern as far down as you need. If in doubt, make it a level deeper than you need. &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 ##.X#&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
6. If you run out of depth, just make the bottom wider. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #+++#&lt;br /&gt;
 #+.X#&lt;br /&gt;
 #+++#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
7. Almost ready to drain the lake! Check for any leaks. You might want to place a door behind the channel, as a precaution. &lt;br /&gt;
&lt;br /&gt;
8. From the surface, channel through the last square separating the pond from the tunnel. Wait for all the water to drain into the well.&lt;br /&gt;
&lt;br /&gt;
9. Build the well. You can make it anywhere above the water surface. You might want to widen the tunnel so more dwarves can access the well at once.       &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 #+++##&lt;br /&gt;
 Do++D+&lt;br /&gt;
 #+++##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)&lt;br /&gt;
&lt;br /&gt;
==Style points==&lt;br /&gt;
&lt;br /&gt;
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.&lt;br /&gt;
&lt;br /&gt;
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #.OX#&lt;br /&gt;
 #####&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miners_guild&amp;diff=37909</id>
		<title>40d:Miners guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miners_guild&amp;diff=37909"/>
		<updated>2008-04-19T06:20:47Z</updated>

		<summary type="html">&lt;p&gt;Yvain: Easier to read: Such and such, so and so - &amp;gt; (Name)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mayor can sometimes receive &amp;quot;requests&amp;quot; from the Miners Guild. This will show up in your announcements as &amp;quot;(Name), Mayor has taken a request from the Miners Guild.&amp;quot; shortly followed by &amp;quot;(Name), Mayor has mandated that certain jobs be completed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Afterwards, the little bastard will have &amp;quot;Complete Miners Guild Jobs (x/y)&amp;quot; in his mandates. Miners guild jobs are completed by simply digging out squares - one square for one job.&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demand&amp;diff=39861</id>
		<title>40d Talk:Demand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demand&amp;diff=39861"/>
		<updated>2008-04-13T05:53:24Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From my announcement log:&lt;br /&gt;
* Deler Kekimendok, Tax Collector has a new demand.&lt;br /&gt;
* Deler Kekimendok, Tax Collector has forgotten a demand.&lt;br /&gt;
&amp;quot;''Forgotten''&amp;quot;? Perhaps this is because he was going to demand something related to the economy, which I have deactivated? -- [[User:Raumkraut|Raumkraut]] 22:33, 6 April 2008 (EDT)&lt;br /&gt;
: In response to my own question comes a short thread on the bay12 forums which, from Toady's responses, seems to imply this is a bug: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=003287 -- [[User:Raumkraut|Raumkraut]] 20:48, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In my current demands:&lt;br /&gt;
* Demands: item in Dining Room&lt;br /&gt;
Is this perhaps missing the material type information here? If not what am I meant to built? I've tried numerous random items but they don't satisfy. [[User:Yvain|Yvain]] 23:52, 7 April 2008 (EDT)&lt;br /&gt;
:Tried items of the materials that the dwarf likes, or perhaps items that the dwarf likes? --[[User:GreyMario|GreyMario]] 00:12, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Current Demand list:&lt;br /&gt;
* Item in Dining room Uh-oh... Coincidence?&lt;br /&gt;
*Clear Glass table in Tomb&lt;br /&gt;
In tomb? Is he going to eat before he dies? I have decided to kill him. I will trap him and starve him to death. I do not care if I lose. He deserves to die.&lt;br /&gt;
&lt;br /&gt;
Item in &amp;lt;room name&amp;gt; demands are bugs. There are several threads in the forum. The cause - noble wants something, that cannot be done, such as stone bed or potash table.--[[User:Dorten|Dorten]] 23:12, 10 April 2008 (EDT)&lt;br /&gt;
:Yeh I found this fact in the forums too. Oddly enough the guy making the demand hasn't progressed from red to upset about it failing. I'm not sure I've waited long enough but its felt like ages. [[User:Yvain|Yvain]] 01:53, 13 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4049</id>
		<title>40d Talk:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4049"/>
		<updated>2008-04-13T05:47:34Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the Stone restrictions, Galena is:&lt;br /&gt;
* Ore of silver (50%)&lt;br /&gt;
* Ore of lead.&lt;br /&gt;
Not sure exactly what the 50% means. --[[User:Peristarkawan|Peristarkawan]] 00:48, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I haven't been getting anywhere near 50/50 silver/lead with my galena - i've smelted around 50 units of ore and lead bars are significantly more commonly produced--[[User:Alc|Alc]] 00:52, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, my guess is that it has half as much chance of producing silver as of producing lead, so that you average 33% silver and 67% lead. --[[User:Peristarkawan|Peristarkawan]] 00:59, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Smelting is currently bugged (doesn't produce enough bars), so we may have to wait until the next patch to see how galena is supposed to be working. [[User:Furiousfish|Furiousfish]] 16:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I smelted some galena ore, and I noticed that it always produced lead, and only sometimes did it also produce silver. Which most likely means that galena produces lead 100% of the time, and has a 50% chance of producing silver as well. --[[User:Trorbes|Trorbes]] 20:06, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it'd make sense, considering Galena is really only lead. However wikipedia says that there's often silver in Galena deposits. So alway lead and sometimes silver makes pretty good sense. --[[User:MonsterKingRen|MonsterKingRen]] 23:19, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's what I assumed when I first saw it, heh.--[[User:Draco18s|Draco18s]] 23:30, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This sentence is in the current version - &amp;quot;Calculate in also that lead is one of the least valuable and versatile metals.&amp;quot; This sentence doesn't make sense - the start of it. Can the original author please rephrase it or remove it. [[User:Yvain|Yvain]] 08:58, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't worry so much about the original author. Feel free to edit (: [[User:VengefulDonut|VengefulDonut]] 09:41, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeh I should have just removed it and explained why. [[User:Yvain|Yvain]] 01:47, 13 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5642</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5642"/>
		<updated>2008-04-13T05:36:25Z</updated>

		<summary type="html">&lt;p&gt;Yvain: Ewèlina flux correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38a has changed world generation (cave changes) once again.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38b seems to have changed, possibly due to the new parameter options.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Zaludoram, The Future World ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=49 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 4252958254 {{v|0.27.176.38c}} (2 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 65x65 (Small)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.176.38c, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Zaludoram-location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 4x7 fortress location with plenty of every major resource. Location has fairly mild cliffs, and the surroundings are Warm and Untamed Wilds.&amp;lt;br/&amp;gt;&lt;br /&gt;
While sufficient trees are available (a few hundred), you can expand north to make it a 5x7 area with more trees than you should ever need. There is unfortunately no extra obsidian beyond that surrounding the magma.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': just southeast of the middle.&lt;br /&gt;
* '''Magma''': underground magma pool, located on layers 150-147 in the southwest corner.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': A few hundred of them.&lt;br /&gt;
* '''Sand''': Plenty of white sand.&lt;br /&gt;
* '''Iron''': Plenty of magnetite patches along with some hematite and limonite veins.&lt;br /&gt;
* '''Flux''': Plenty of chalk.&lt;br /&gt;
* '''Fuel''': Many veins of bituminous coal and lignite.&lt;br /&gt;
* '''Bauxite''': Many (20+) patches all over the place.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ewèlina, The Enchanted Land ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=106 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2736869902 {{v|0.27.176.38c}}&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 17x17 (Pocket)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Ew%C3%A8lina_Location_Screen.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 2x3 fortress location with plenty of every major resource, located in a pocket world. It contains numerous lakes and has no cliffs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': Northwest under the rock which extrudes to the surface.&lt;br /&gt;
* '''Magma''': Volcano in the southeast corner.&lt;br /&gt;
* '''Brook''': A small curve of it in the northeast corner.&lt;br /&gt;
* '''Trees''': All over the place. If you desire more you can easily expand westwards to make a 3x3 location.&lt;br /&gt;
* '''Sand''': Heaps of red sand one z-level down.&lt;br /&gt;
* '''Iron''': Numerous limonite veins and a hematite vein not far below the surface and a patch of magnetite southeast of the volcano.&lt;br /&gt;
* '''Flux''': None. You'll have to import it.&lt;br /&gt;
* '''Fuel''': Numerous veins of bituminous coal and lignite.&lt;br /&gt;
* '''Metals''': Some native platinum, a little native aluminium, some native silver, lots of cassiterite, lots of galena, a little bismuthinite, some tetrahedrite (deep), some garnierite (deep)&lt;br /&gt;
* '''Bauxite''': None&lt;br /&gt;
* '''Aquifier''': None&lt;br /&gt;
* '''Chasm''': None&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
However modifications to your raw files can affect worldgen so please state what mods you are using if you post a seed with a non default DF.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
Here are seeds generated in older versions. They may not generate the same world if you are using '''v{{current/version}}''':&lt;br /&gt;
*[[Seed archive]] (pre 0.27.173.38a)&lt;br /&gt;
*[[Pregenerated worlds/0.27.173.38a|v0.27.173.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38a|v0.27.176.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38b|v0.27.176.38b]]&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''{{current/version}}'''. If you have a seed with a good starting location, feel free to add it.&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following code includes all seeds from a subpage.&lt;br /&gt;
If you want to add or modify a seed, follow the 'click here to add a seed' link,&lt;br /&gt;
and you will be taken to the relevant page.&lt;br /&gt;
Only change this code if you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#ifexist: Pregenerated worlds/{{current/version}}|{{:Pregenerated worlds/{{current/version}}}}&lt;br /&gt;
|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
 No seeds are currently posted for version '''{{current/version}}'''.}}&lt;br /&gt;
&amp;lt;!--  END CODE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14919</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=14919"/>
		<updated>2008-04-13T05:32:14Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Ewèlina, The Enchanted Land */&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;
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: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ewèlina, The Enchanted Land ==&lt;br /&gt;
&lt;br /&gt;
Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds/0.27.176.38c&amp;diff=39055</id>
		<title>40d Talk:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds/0.27.176.38c&amp;diff=39055"/>
		<updated>2008-04-13T05:30:19Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Re: Super Reject Seed ===&lt;br /&gt;
&amp;quot;This has over 65000 rejects and may not ever create a world&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I just tested it out of curiosity and it generated a world successfully (Lathonthur: The Mythical Universe) with only 22 rejects. This is on an unmodified copy of 38c. --[[User:Janus|Janus]] 05:04, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeh, I somehow had modified my DF so no pocket sized worlds would generate. I removed that comment once I reliesed my mistake. Still not sure what the change was as I thought I had only put in different tilesets. Oh well. [[User:Yvain|Yvain]] 01:30, 13 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5641</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5641"/>
		<updated>2008-04-12T02:34:17Z</updated>

		<summary type="html">&lt;p&gt;Yvain: typo correction: Metlas -&amp;gt; Metals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38a has changed world generation (cave changes) once again.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38b seems to have changed, possibly due to the new parameter options.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Zaludoram, The Future World ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=49 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 4252958254 {{v|0.27.176.38c}} (2 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 65x65 (Small)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.176.38c, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Zaludoram-location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 4x7 fortress location with plenty of every major resource. Location has fairly mild cliffs, and the surroundings are Warm and Untamed Wilds.&amp;lt;br/&amp;gt;&lt;br /&gt;
While sufficient trees are available (a few hundred), you can expand north to make it a 5x7 area with more trees than you should ever need. There is unfortunately no extra obsidian beyond that surrounding the magma.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': just southeast of the middle.&lt;br /&gt;
* '''Magma''': underground magma pool, located on layers 150-147 in the southwest corner.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': A few hundred of them.&lt;br /&gt;
* '''Sand''': Plenty of white sand.&lt;br /&gt;
* '''Iron''': Plenty of magnetite patches along with some hematite and limonite veins.&lt;br /&gt;
* '''Flux''': Plenty of chalk.&lt;br /&gt;
* '''Fuel''': Many veins of bituminous coal and lignite.&lt;br /&gt;
* '''Bauxite''': Many (20+) patches all over the place.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ewèlina, The Enchanted Land ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=106 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2736869902 {{v|0.27.176.38c}}&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 17x17 (Pocket)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Ew%C3%A8lina_Location_Screen.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 2x3 fortress location with plenty of every major resource, located in a pocket world. It contains numerous lakes and has no cliffs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': Northwest under the rock which extrudes to the surface.&lt;br /&gt;
* '''Magma''': Volcano in the southeast corner.&lt;br /&gt;
* '''Brook''': A small curve of it in the northeast corner.&lt;br /&gt;
* '''Trees''': All over the place. If you desire more you can easily expand westwards to make a 3x3 location.&lt;br /&gt;
* '''Sand''': Heaps of red sand one z-level down.&lt;br /&gt;
* '''Iron''': Numerous limonite veins and a hematite vein not far below the surface and a patch of magnetite southeast of the volcano.&lt;br /&gt;
* '''Flux''': Copious amounts of rock salt below the sand.&lt;br /&gt;
* '''Fuel''': Numerous veins of bituminous coal and lignite.&lt;br /&gt;
* '''Metals''': Some native platinum, a little native aluminium, some native silver, lots of cassiterite, lots of galena, a little bismuthinite, some tetrahedrite (deep), some garnierite (deep)&lt;br /&gt;
* '''Bauxite''': None&lt;br /&gt;
* '''Aquifier''': None&lt;br /&gt;
* '''Chasm''': None&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
However modifications to your raw files can affect worldgen so please state what mods you are using if you post a seed with a non default DF.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
Here are seeds generated in older versions. They may not generate the same world if you are using '''v{{current/version}}''':&lt;br /&gt;
*[[Seed archive]] (pre 0.27.173.38a)&lt;br /&gt;
*[[Pregenerated worlds/0.27.173.38a|v0.27.173.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38a|v0.27.176.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38b|v0.27.176.38b]]&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''{{current/version}}'''. If you have a seed with a good starting location, feel free to add it.&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following code includes all seeds from a subpage.&lt;br /&gt;
If you want to add or modify a seed, follow the 'click here to add a seed' link,&lt;br /&gt;
and you will be taken to the relevant page.&lt;br /&gt;
Only change this code if you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#ifexist: Pregenerated worlds/{{current/version}}|{{:Pregenerated worlds/{{current/version}}}}&lt;br /&gt;
|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
 No seeds are currently posted for version '''{{current/version}}'''.}}&lt;br /&gt;
&amp;lt;!--  END CODE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5640</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5640"/>
		<updated>2008-04-12T02:24:31Z</updated>

		<summary type="html">&lt;p&gt;Yvain: fixed typo with image name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38a has changed world generation (cave changes) once again.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38b seems to have changed, possibly due to the new parameter options.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Zaludoram, The Future World ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=49 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 4252958254 {{v|0.27.176.38c}} (2 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 65x65 (Small)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.176.38c, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Zaludoram-location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 4x7 fortress location with plenty of every major resource. Location has fairly mild cliffs, and the surroundings are Warm and Untamed Wilds.&amp;lt;br/&amp;gt;&lt;br /&gt;
While sufficient trees are available (a few hundred), you can expand north to make it a 5x7 area with more trees than you should ever need. There is unfortunately no extra obsidian beyond that surrounding the magma.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': just southeast of the middle.&lt;br /&gt;
* '''Magma''': underground magma pool, located on layers 150-147 in the southwest corner.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': A few hundred of them.&lt;br /&gt;
* '''Sand''': Plenty of white sand.&lt;br /&gt;
* '''Iron''': Plenty of magnetite patches along with some hematite and limonite veins.&lt;br /&gt;
* '''Flux''': Plenty of chalk.&lt;br /&gt;
* '''Fuel''': Many veins of bituminous coal and lignite.&lt;br /&gt;
* '''Bauxite''': Many (20+) patches all over the place.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ewèlina, The Enchanted Land ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=106 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2736869902 {{v|0.27.176.38c}}&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 17x17 (Pocket)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Ew%C3%A8lina_Location_Screen.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 2x3 fortress location with plenty of every major resource, located in a pocket world. It contains numerous lakes and has no cliffs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': Northwest under the rock which extrudes to the surface.&lt;br /&gt;
* '''Magma''': Volcano in the southeast corner.&lt;br /&gt;
* '''Brook''': A small curve of it in the northeast corner.&lt;br /&gt;
* '''Trees''': All over the place. If you desire more you can easily expand westwards to make a 3x3 location.&lt;br /&gt;
* '''Sand''': Heaps of red sand one z-level down.&lt;br /&gt;
* '''Iron''': Numerous limonite veins and a hematite vein not far below the surface and a patch of magnetite southeast of the volcano.&lt;br /&gt;
* '''Flux''': Copious amounts of rock salt below the sand.&lt;br /&gt;
* '''Fuel''': Numerous veins of bituminous coal and lignite.&lt;br /&gt;
* '''Metlas''': Some native platinum, a little native aluminium, some native silver, lots of cassiterite, lots of galena, a little bismuthinite, some tetrahedrite (deep), some garnierite (deep)&lt;br /&gt;
* '''Bauxite''': None&lt;br /&gt;
* '''Aquifier''': None&lt;br /&gt;
* '''Chasm''': None&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
However modifications to your raw files can affect worldgen so please state what mods you are using if you post a seed with a non default DF.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
Here are seeds generated in older versions. They may not generate the same world if you are using '''v{{current/version}}''':&lt;br /&gt;
*[[Seed archive]] (pre 0.27.173.38a)&lt;br /&gt;
*[[Pregenerated worlds/0.27.173.38a|v0.27.173.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38a|v0.27.176.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38b|v0.27.176.38b]]&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''{{current/version}}'''. If you have a seed with a good starting location, feel free to add it.&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following code includes all seeds from a subpage.&lt;br /&gt;
If you want to add or modify a seed, follow the 'click here to add a seed' link,&lt;br /&gt;
and you will be taken to the relevant page.&lt;br /&gt;
Only change this code if you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#ifexist: Pregenerated worlds/{{current/version}}|{{:Pregenerated worlds/{{current/version}}}}&lt;br /&gt;
|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
 No seeds are currently posted for version '''{{current/version}}'''.}}&lt;br /&gt;
&amp;lt;!--  END CODE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5639</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5639"/>
		<updated>2008-04-12T02:20:24Z</updated>

		<summary type="html">&lt;p&gt;Yvain: Ewèlina now available for download - enjoy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38a has changed world generation (cave changes) once again.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38b seems to have changed, possibly due to the new parameter options.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Zaludoram, The Future World ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=49 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 4252958254 {{v|0.27.176.38c}} (2 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 65x65 (Small)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.176.38c, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Zaludoram-location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 4x7 fortress location with plenty of every major resource. Location has fairly mild cliffs, and the surroundings are Warm and Untamed Wilds.&amp;lt;br/&amp;gt;&lt;br /&gt;
While sufficient trees are available (a few hundred), you can expand north to make it a 5x7 area with more trees than you should ever need. There is unfortunately no extra obsidian beyond that surrounding the magma.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': just southeast of the middle.&lt;br /&gt;
* '''Magma''': underground magma pool, located on layers 150-147 in the southwest corner.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': A few hundred of them.&lt;br /&gt;
* '''Sand''': Plenty of white sand.&lt;br /&gt;
* '''Iron''': Plenty of magnetite patches along with some hematite and limonite veins.&lt;br /&gt;
* '''Flux''': Plenty of chalk.&lt;br /&gt;
* '''Fuel''': Many veins of bituminous coal and lignite.&lt;br /&gt;
* '''Bauxite''': Many (20+) patches all over the place.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ewèlina, The Enchanted Land ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=106 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2736869902 {{v|0.27.176.38c}}&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 17x17 (Pocket)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Ewèlina_Location_Screen.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 2x3 fortress location with plenty of every major resource, located in a pocket world. It contains numerous lakes and has no cliffs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': Northwest under the rock which extrudes to the surface.&lt;br /&gt;
* '''Magma''': Volcano in the southeast corner.&lt;br /&gt;
* '''Brook''': A small curve of it in the northeast corner.&lt;br /&gt;
* '''Trees''': All over the place. If you desire more you can easily expand westwards to make a 3x3 location.&lt;br /&gt;
* '''Sand''': Heaps of red sand one z-level down.&lt;br /&gt;
* '''Iron''': Numerous limonite veins and a hematite vein not far below the surface and a patch of magnetite southeast of the volcano.&lt;br /&gt;
* '''Flux''': Copious amounts of rock salt below the sand.&lt;br /&gt;
* '''Fuel''': Numerous veins of bituminous coal and lignite.&lt;br /&gt;
* '''Metlas''': Some native platinum, a little native aluminium, some native silver, lots of cassiterite, lots of galena, a little bismuthinite, some tetrahedrite (deep), some garnierite (deep)&lt;br /&gt;
* '''Bauxite''': None&lt;br /&gt;
* '''Aquifier''': None&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
However modifications to your raw files can affect worldgen so please state what mods you are using if you post a seed with a non default DF.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
Here are seeds generated in older versions. They may not generate the same world if you are using '''v{{current/version}}''':&lt;br /&gt;
*[[Seed archive]] (pre 0.27.173.38a)&lt;br /&gt;
*[[Pregenerated worlds/0.27.173.38a|v0.27.173.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38a|v0.27.176.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38b|v0.27.176.38b]]&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''{{current/version}}'''. If you have a seed with a good starting location, feel free to add it.&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following code includes all seeds from a subpage.&lt;br /&gt;
If you want to add or modify a seed, follow the 'click here to add a seed' link,&lt;br /&gt;
and you will be taken to the relevant page.&lt;br /&gt;
Only change this code if you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#ifexist: Pregenerated worlds/{{current/version}}|{{:Pregenerated worlds/{{current/version}}}}&lt;br /&gt;
|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
 No seeds are currently posted for version '''{{current/version}}'''.}}&lt;br /&gt;
&amp;lt;!--  END CODE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34596</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34596"/>
		<updated>2008-04-10T04:06:11Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* STOP HIM!!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24607</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24607"/>
		<updated>2008-04-10T03:25:43Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Cages and Fluids */ creatures in cages don't need air&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23335</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23335"/>
		<updated>2008-04-09T22:53:33Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Currency Status Screen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pressing {{key|z}} during [[Dwarf Fortress Mode]] brings up the status screen.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[Prices]] - The Prices Status screen becomes available once you have an economy.  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[Justice]] - The Justice Status screen becomes available once you have a Sheriff.  It allows you to examine any dwarves currently incarcerated, as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of wealth created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigrants]], get be[[siege]]d, or get better trade goods from [[caravan]]s.  Note that this figure will only show if you have a [[broker]] with [[appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[Bookkeeper]] with the [[Record_keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[Office]] to take inventory, and it will take some time for him to count.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;stray&amp;quot; indicates that the animal is not any Dwarf's pet.&lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they were owned by an immigrant who game in. Named animals may also have made a kill.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet, or assignment (in the case of working dogs).&lt;br /&gt;
* Unavailble - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]].  The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[chalk]] can be used in the process of creating [[steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
Note that this screen, despite being a status screen, does not actually give you any information on the stones you currently possess.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  They appear to be the number in the fortress, and the number currently in use?&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen lists the price of (most) goods by category on the left. (Most) Nobles can alter the price of a good. Prices are in the form of a percentage.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
This screen lists how many coins of gold, silver and copper you have minted. It also listed how many your coins of each type that your bookkeeper recommends your fortress needs. Note that many players recommend not minting any coins and the figure given by the bookkeeper appears to have little to no affect on the game.&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen will show the total chains and cages available for justice, as well as the chains and cages currently in use, in the top right hand corner.  If you have adequate chains and cages the number will be blue and red if you don't. The chains and cages required will be 10% of the population.&lt;br /&gt;
&lt;br /&gt;
Along the left hand side is the list of people in the room. If they are actually prisoners the number days they have been jailed will be listed on the right hand side along with the person who jailed them and their title.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region_features&amp;diff=21001</id>
		<title>40d:Region features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region_features&amp;diff=21001"/>
		<updated>2008-04-09T22:47:11Z</updated>

		<summary type="html">&lt;p&gt;Yvain: replaced river with river/brook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picking a starting region to build your dwarf [[fortress]] is a delicate work. Take a look at the list below and consider what you might need in your fort.&lt;br /&gt;
&lt;br /&gt;
== Visible features ==&lt;br /&gt;
&lt;br /&gt;
=== Forest ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Forests]] have plenty [[wood]] and [[plants]] for outdoor [[farming]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' [[Caravans|Trade wagons]] can have a hard time navigating thick forest.  Evil and untamed forests can have dangerous [[creatures]].&lt;br /&gt;
&lt;br /&gt;
=== Desert/Beach ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Sand]] for [[glass|glassware]], easily navigated by trade wagons&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Little wood or [[stone]].&lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Infinite source of [[water]] anywhere on the map&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Difficult to get under to access stone and minerals&lt;br /&gt;
&lt;br /&gt;
=== River/Brook ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Fishing]], water for farming and drinking&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Some dangerous [[river]] creatures&lt;br /&gt;
&lt;br /&gt;
=== Lake ===&lt;br /&gt;
&lt;br /&gt;
Small lakes are present in pretty much every other tile of the world.&lt;br /&gt;
&lt;br /&gt;
=== Ocean ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Mist makes dwarves happier, source of driftwood, [[sieges]] can't attack from that side (yet)&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Saltwater is not normally drinkable&lt;br /&gt;
&lt;br /&gt;
=== Open volcano vent ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Magma]] [[forges]], [[obsidian]], magma defense&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Magma monsters, [[strange mood]] crafters -demand- magma forges&lt;br /&gt;
&lt;br /&gt;
=== Cliff ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Don't want something? [[Activity zone#Garbage Dump|Drop it off]] the side of the [[cliff]]!&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' May tax the system slightly&lt;br /&gt;
&lt;br /&gt;
== Hidden features ==&lt;br /&gt;
&lt;br /&gt;
=== Chasm ===&lt;br /&gt;
&lt;br /&gt;
=== Underground lake/river ===&lt;br /&gt;
&lt;br /&gt;
=== Pit ===&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4047</id>
		<title>40d Talk:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4047"/>
		<updated>2008-04-09T12:58:38Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the Stone restrictions, Galena is:&lt;br /&gt;
* Ore of silver (50%)&lt;br /&gt;
* Ore of lead.&lt;br /&gt;
Not sure exactly what the 50% means. --[[User:Peristarkawan|Peristarkawan]] 00:48, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I haven't been getting anywhere near 50/50 silver/lead with my galena - i've smelted around 50 units of ore and lead bars are significantly more commonly produced--[[User:Alc|Alc]] 00:52, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, my guess is that it has half as much chance of producing silver as of producing lead, so that you average 33% silver and 67% lead. --[[User:Peristarkawan|Peristarkawan]] 00:59, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Smelting is currently bugged (doesn't produce enough bars), so we may have to wait until the next patch to see how galena is supposed to be working. [[User:Furiousfish|Furiousfish]] 16:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I smelted some galena ore, and I noticed that it always produced lead, and only sometimes did it also produce silver. Which most likely means that galena produces lead 100% of the time, and has a 50% chance of producing silver as well. --[[User:Trorbes|Trorbes]] 20:06, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it'd make sense, considering Galena is really only lead. However wikipedia says that there's often silver in Galena deposits. So alway lead and sometimes silver makes pretty good sense. --[[User:MonsterKingRen|MonsterKingRen]] 23:19, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's what I assumed when I first saw it, heh.--[[User:Draco18s|Draco18s]] 23:30, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This sentence is in the current version - &amp;quot;Calculate in also that lead is one of the least valuable and versatile metals.&amp;quot; This sentence doesn't make sense - the start of it. Can the original author please rephrase it or remove it. [[User:Yvain|Yvain]] 08:58, 9 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demand&amp;diff=39855</id>
		<title>40d Talk:Demand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demand&amp;diff=39855"/>
		<updated>2008-04-08T03:52:52Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From my announcement log:&lt;br /&gt;
* Deler Kekimendok, Tax Collector has a new demand.&lt;br /&gt;
* Deler Kekimendok, Tax Collector has forgotten a demand.&lt;br /&gt;
&amp;quot;''Forgotten''&amp;quot;? Perhaps this is because he was going to demand something related to the economy, which I have deactivated? -- [[User:Raumkraut|Raumkraut]] 22:33, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
In my current demands:&lt;br /&gt;
* Demands: item in Dining Room&lt;br /&gt;
Is this perhaps missing the material type information here? If not what am I meant to built? I've tried numerous random items but they don't satisfy. [[User:Yvain|Yvain]] 23:52, 7 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37495</id>
		<title>40d:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37495"/>
		<updated>2008-04-07T11:35:54Z</updated>

		<summary type="html">&lt;p&gt;Yvain: special relationships for king/queen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves (gods, animals) can have relationships with each other. Making and talking to friends gives happy thoughts while the death of a pet, friend, child or spouse gives unhappy ones. Spouses can have children with each other.&lt;br /&gt;
&lt;br /&gt;
The following is a list of known relationships:&lt;br /&gt;
&lt;br /&gt;
*Passing Acquaintance  &lt;br /&gt;
*Long-term Acquaintance&lt;br /&gt;
*Friend&lt;br /&gt;
*Lover&lt;br /&gt;
*Grudge&lt;br /&gt;
*Spouse&lt;br /&gt;
*Parent&lt;br /&gt;
*Child&lt;br /&gt;
*Sibling&lt;br /&gt;
*Deity&lt;br /&gt;
&lt;br /&gt;
There are several additional special relationship listed for the king/queen and their consort and advisor. The dwarves listed in these relationships are not present in the fortress.&lt;br /&gt;
*Uncle/Aunt&lt;br /&gt;
*Cousin&lt;br /&gt;
*Paternal &amp;amp; Maternal Grandparents&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
It is unknown whether skills such as conversationalist, intimidator, pacifier, comedian, negotiator, flatterer, consoler, persuader, or judge of intent play a role in relationships, but is suspected that dwarves with vastly different personalities (such as a confident, selfless person vs a nervous-but-arrogant one) will form grudges, while dwarves with similar personalities will form friendships.&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26569</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26569"/>
		<updated>2008-04-07T11:26:28Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* King Vs Population Cap */ king wins :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Addy King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21647</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21647"/>
		<updated>2008-04-07T10:10:40Z</updated>

		<summary type="html">&lt;p&gt;Yvain: updated challenge builds link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Challenge Builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. Note that this is VERY time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions exept for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use bronze melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
Alternative: Build it in the [[Ocean]]&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate,working, independent fortresses. All the men go in one, all the women in the other.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
OR: kill all children and try to deal with the tantruming parents. In that case: no legendary dining rooms/statue gardens/zoo's allowed.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== Unwelcome Guests ==&lt;br /&gt;
Live in a goblin tower without being noticed by the residents.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, crystal glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike- for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]?  Can you program the fortress to play tic-tac-toe?  More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== No Rocks ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only wood.&lt;br /&gt;
&lt;br /&gt;
== Amusement Park ==&lt;br /&gt;
&lt;br /&gt;
Everyone knows to get rich you need tourists. So make an amusement park for adventurers. In the usual dwarven fashion. Meaning, deadly.&lt;br /&gt;
&lt;br /&gt;
== Rescue Facility ==&lt;br /&gt;
&lt;br /&gt;
Make a rescue facility for dogs and cats. Meaning, amass a ton of them and use them as your only trade good. No war/hunting dogs either.&lt;br /&gt;
&lt;br /&gt;
==Cave Fortress==&lt;br /&gt;
&lt;br /&gt;
Build your entire fortress out of a cave, that means having your stockpile in the cave, you may expand the cave but for a bit more of a challenge, dont modify any of the cave.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24606</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24606"/>
		<updated>2008-04-06T12:29:09Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26568</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26568"/>
		<updated>2008-04-06T06:40:43Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Addy King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22998</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22998"/>
		<updated>2008-04-03T10:12:18Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &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;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&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;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22997</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22997"/>
		<updated>2008-04-03T08:45:31Z</updated>

		<summary type="html">&lt;p&gt;Yvain: query - production of large gems&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;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&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;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=493</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=493"/>
		<updated>2008-04-01T08:34:49Z</updated>

		<summary type="html">&lt;p&gt;Yvain: very funny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
:::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Navigation on bottom ==&lt;br /&gt;
&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
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::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
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::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many Laughs ==&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27799</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27799"/>
		<updated>2008-03-31T10:15:04Z</updated>

		<summary type="html">&lt;p&gt;Yvain: this bug is now fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Copper makes silver coins? =&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9253</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9253"/>
		<updated>2008-03-30T03:40:42Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Current Bugs */ typo again :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&amp;amp;search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9252</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9252"/>
		<updated>2008-03-30T03:37:58Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Current Bugs */ fixed typo I made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&amp;amp;search_forum=6 bay12games forums bug report subforum]&lt;br /&gt;
 if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9251</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9251"/>
		<updated>2008-03-30T03:28:36Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Current Bugs */ added link to bug report forum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the [bay12games forums bug report subforum|http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&amp;amp;search_forum=6]&lt;br /&gt;
 if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37798</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37798"/>
		<updated>2008-03-29T23:58:06Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32557</id>
		<title>40d:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32557"/>
		<updated>2008-03-29T23:49:10Z</updated>

		<summary type="html">&lt;p&gt;Yvain: Verified some embarrassed-ness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Liaisons''' are emissaries from different civilizations that accompany traders to your fortress.  They can have different names ([[Humans]] will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same.  They will speak only with your [[expedition leader]]/[[mayor]] (not broker) and ask which goods you would like to have sent with their next caravan (for a higher price), and inform you what goods they would like to buy from you the next time, which they too will pay extra to purchase.&lt;br /&gt;
&lt;br /&gt;
If your leader is dead, then you must assign a new one using the {{k|n}} screen before the liaison arrives or he/she will leave without a [[meeting]].&lt;br /&gt;
&lt;br /&gt;
Make sure to turn off all labor for the dwarf who needs to meet with the liaison, even the 'harvest all order', because your leader tends to walk away from the meeting and liaisons will eventually get [[insanity|depressed]] or go [[berserk]] if they do not get their meeting.  This also causes a message saying &amp;quot;A trader went away unhappy&amp;quot; although it's unknown if this has any current in-game effect. &lt;br /&gt;
&lt;br /&gt;
If you are desperate to complete a meeting, consider locking the [[door]] on the meeting room until the meeting is complete. You don't even have to catch both in the office, the liaison is so keen on his burocratics, he will happily shout through the door. A sleeping dwarf leader can be woken up by deconstructing his [[bed]], althoug this will often generate an unhapy thought.&lt;br /&gt;
&lt;br /&gt;
The meeting can take place before, after and even &amp;quot;during&amp;quot;, that is, between, trading sessions.&lt;br /&gt;
 &lt;br /&gt;
The meeting usually consists of 8 screens with breaks, the breaks giving your leader a welcome opportunity to walk away from the meeting. Don't think you are done until the liaison confirms it and says farewell!&lt;br /&gt;
&lt;br /&gt;
The entry point on the map for a liaison is determined before that of the caravan wagons. This can result in the liaison taking a different route to your fortress than the rest of the caravan if the route chosen is not suitable for wagons; the wagons will then enter from a different spot. This means the diplomat has to travel unprotected but this is really the only downside to forcing the wagons to use one particular route. The liaison will then also leave without the caravan once the meeting is done.&lt;br /&gt;
&lt;br /&gt;
Conducting a meeting in a public place can generate an unhappy. Conducting a meeting in the leader's private office can generate a happy thought based on the quality of the room{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, liaisons don't need to eat, drink or sleep. There is a statement from one of our mayors on this:&lt;br /&gt;
&lt;br /&gt;
Ironblood: &amp;quot;This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37797</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37797"/>
		<updated>2008-03-29T23:19:35Z</updated>

		<summary type="html">&lt;p&gt;Yvain: attend meeting bug?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbid&amp;diff=31838</id>
		<title>40d Talk:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbid&amp;diff=31838"/>
		<updated>2008-03-28T09:08:12Z</updated>

		<summary type="html">&lt;p&gt;Yvain: Disagree, I don't think it should be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has useful information. I don't think that it should be deleted. It related to designating forbidden stuff and is generally useful on how to use forbid in the game. [[User:Yvain|Yvain]] 05:08, 28 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5986</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5986"/>
		<updated>2008-03-22T01:54:10Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Batch processing */ -revert %%i to %i - misread instruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Create World&amp;quot; you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.  Note that the choice to use a random name will also affect the world that is generated, so if a known seed fails to generate the correct world, try toggling this option.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you are typing this into a command prompt rather than making a batch file use %i rather %%i&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
[Note: Information on this list is almost taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]&lt;br /&gt;
# '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly water drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This also affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of rivers are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to year 1050.&lt;br /&gt;
#* Age of Myth: years 1-499&lt;br /&gt;
#* Age of Legends: years 500-1049&lt;br /&gt;
#* Golden Age: year 1050 and onward&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5985</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5985"/>
		<updated>2008-03-22T01:42:50Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Batch processing */ %%i changed to %i re: win xp pro help file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Create World&amp;quot; you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.  Note that the choice to use a random name will also affect the world that is generated, so if a known seed fails to generate the correct world, try toggling this option.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %i in (1,1,7) do start /wait /high dwarfort -gen %i RANDOM STANDARD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
[Note: Information on this list is almost taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]&lt;br /&gt;
# '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly water drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This also affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of rivers are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to year 1050.&lt;br /&gt;
#* Age of Myth: years 1-499&lt;br /&gt;
#* Age of Legends: years 500-1049&lt;br /&gt;
#* Golden Age: year 1050 and onward&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5984</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5984"/>
		<updated>2008-03-22T01:41:13Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Batch processing */ - added back in wait command - needed for some OS's.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Create World&amp;quot; you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.  Note that the choice to use a random name will also affect the world that is generated, so if a known seed fails to generate the correct world, try toggling this option.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
[Note: Information on this list is almost taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]&lt;br /&gt;
# '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly water drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This also affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of rivers are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to year 1050.&lt;br /&gt;
#* Age of Myth: years 1-499&lt;br /&gt;
#* Age of Legends: years 500-1049&lt;br /&gt;
#* Golden Age: year 1050 and onward&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38149</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38149"/>
		<updated>2008-03-21T08:16:28Z</updated>

		<summary type="html">&lt;p&gt;Yvain: Removed incorrect info I added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br /&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br /&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14917</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=14917"/>
		<updated>2008-03-21T07:53:12Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7470</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7470"/>
		<updated>2008-03-21T07:52:49Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just tried this without the &amp;quot;start /wait&amp;quot; part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.&lt;br /&gt;
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On random seeds... It is very difficult to make a number that is truly random on a computer.  Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed.  You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number.  This new number is returned and used in the next iteration.  This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator].  One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers.  Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Image:Pocket example.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
With v0.27.176.38c, in world generation you can now select the size of the world.  For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
:Yeh this page needs some updating for v0.27.176.38c. What seed did you use to generate that Shagie? All pocket worlds I generate have 10,000's of rejects and I give up. [[User:Yvain|Yvain]] 03:07, 21 March 2008 (EDT)&lt;br /&gt;
::Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:52, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7469</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7469"/>
		<updated>2008-03-21T07:10:59Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just tried this without the &amp;quot;start /wait&amp;quot; part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.&lt;br /&gt;
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On random seeds... It is very difficult to make a number that is truly random on a computer.  Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed.  You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number.  This new number is returned and used in the next iteration.  This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator].  One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers.  Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Image:Pocket example.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
With v0.27.176.38c, in world generation you can now select the size of the world.  For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
:Yeh this page needs some updating for v0.27.176.38c. What seed did you use to generate that Shagie? All pocket worlds I generate have 10,000's of rejects and I give up. [[User:Yvain|Yvain]] 03:07, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7468</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7468"/>
		<updated>2008-03-21T07:07:29Z</updated>

		<summary type="html">&lt;p&gt;Yvain: page needs update to current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just tried this without the &amp;quot;start /wait&amp;quot; part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.&lt;br /&gt;
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On random seeds... It is very difficult to make a number that is truly random on a computer.  Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed.  You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number.  This new number is returned and used in the next iteration.  This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator].  One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers.  Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Image:Pocket example.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
With v0.27.176.38c, in world generation you can now select the size of the world.  For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
:Yeh this page needs some updating for v0.27.176.38c. Has anyone managed to create a pocket sized world? All mine generate 10,000's of rejects and I give up. [[User:Yvain|Yvain]] 03:07, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14916</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=14916"/>
		<updated>2008-03-21T07:05:07Z</updated>

		<summary type="html">&lt;p&gt;Yvain: query - pocket sized worlds impossible?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6356</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6356"/>
		<updated>2008-03-21T06:36:43Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* 1x1 Well */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18233</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18233"/>
		<updated>2008-03-21T05:56:25Z</updated>

		<summary type="html">&lt;p&gt;Yvain: press l for artifact screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a dwarf's desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). Dwarves that create artifact are often granted the status of [[legendary]]. &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a chasm. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, artifacts can be used just like all other items.  A dwarf carrying a job item artifact, such as a pick or an axe, will use it to perform that job. A dwarf with an artifact weapon will use it to great effect in battle if drafted or forced to engage in combat. &lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
Artifact items have a [[quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction. (From testing, an artifact piece of furniture will raise the value of any room to Royal, for example.)&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.&lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ to well over 100,000☼ (for the curious, the limit is 648,000☼ if adamantine isn't used). Since [[immigration]] totals are based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are commonly the driving factor behind how many immigrants show up each year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37494</id>
		<title>40d:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37494"/>
		<updated>2008-03-21T03:46:10Z</updated>

		<summary type="html">&lt;p&gt;Yvain: added parent and sibling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves (gods, animals) can have relationships with each other. Making and talking to friends gives happy thoughts while the death of a pet, friend, child or spouse gives unhappy ones. Spouses can have children with each other.&lt;br /&gt;
&lt;br /&gt;
The following is a list of known relationships:&lt;br /&gt;
&lt;br /&gt;
*Passing Acquaintance  &lt;br /&gt;
*Long-term Acquaintance&lt;br /&gt;
*Friend&lt;br /&gt;
*Lover&lt;br /&gt;
*Grudge&lt;br /&gt;
*Spouse&lt;br /&gt;
*Parent&lt;br /&gt;
*Child&lt;br /&gt;
*Sibling&lt;br /&gt;
*Deity&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
It is unknown whether skills such as conversationalist, intimidator, pacifier, comedian, negotiator, flatterer, consoler, persuader, or judge of intent play a role in relationships, but is suspected that dwarves with vastly different personalities (such as a confident, selfless person vs a nervous-but-arrogant one) will form grudges, while dwarves with similar personalities will form friendships.&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=31346</id>
		<title>40d:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=31346"/>
		<updated>2008-03-21T03:23:32Z</updated>

		<summary type="html">&lt;p&gt;Yvain: category spoiler added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Mountain_air_pocket.JPG|thumb|right|250px|Here, demons appear as red and green ampersands.]]&lt;br /&gt;
&lt;br /&gt;
A Demon is an evil fast moving creature that will either severely wound or kill your [[dwarf|dwarves]] and [[animal]]s. Their attacks include projectile fireballs and hand to hand combat. Most are living and as such are especially vulnerable to weapons with high critical boost such as [[spear]]s and [[crossbow]] [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Demons are immune to [[Trap#Stone-fall_Trap|stone-fall traps]], [[Trap#Weapon_Trap|weapon traps]], [[Trap#Cage_Trap|cage traps]] and will destroy your [[door]]s and [[floodgate]]s. At least some of them are able to fly and survive under [[Water|water]] and [[Magma|magma]].&lt;br /&gt;
&lt;br /&gt;
==Defenses against Demons==&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with demons, of course, is the &amp;quot;dwarven atom smasher&amp;quot; - crushing demons under a [[bridge|drawbridge]] will completely destroy them (and anything else). However, this method is frequently seen as somewhat &amp;quot;cheap&amp;quot; and certainly by doing this you deny yourself one of the most fun encounters in Dwarf Fortress.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demons, as large, living enemies, are somewhat susceptible to piercing damage - [[spear]] and [[arrow]]s work well. A well trained, well equipped [[speardwarf]] can mix it up with frog and [[tentacle demon]]s, however will likely not get the chance to close with a [[Spirit_of_fire|Spirit of Fire]] before being immolated by the Spirit's ranged [[fire]] attack. Spirits also lack most vital organs that spears target in any case. Spirits can be reliably brought down by [[marksdwarf|marksdwarves]], but expect losses on both sides of that matchup. You can signifigantly improve your survival rate by placing the marksdwaves behind [[fortification]]s - the incoming fireballs have a chance to not penetrate the fortifications, which is higher the farther away the demon fired from.&lt;br /&gt;
&lt;br /&gt;
Finally, [[siege weapon]]s can be useful against demons. A [[ballista|Ballistae]] bolt will kill a demon, and a ballistae fired down a narrow hallway to channel the demons into your field of fire will kill several. Use [[wall]]s and fortifications to give your siege crew some protection from fireballs, and prepare a backup plan as your crew will panic and run once the demons get too close.&lt;br /&gt;
&lt;br /&gt;
==Types of Demons==&lt;br /&gt;
'''Demon''': a &amp;quot;common&amp;quot; demon. No big special powers, just hard hitting brute force. Can control [[goblin]] tribes in adventure mode. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DEMON]&lt;br /&gt;
	[NAME:demon:demons:demonic]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:4:0:1]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[FANCIFUL][ENDING][POWER]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:TORTURE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Frog Demon]]''': Arguably the easiest demon. Powerful combatant and can swim.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROG_DEMON]&lt;br /&gt;
	[NAME:frog demon:frog demons:frog demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:2:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:impressive bellies]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:MUCK]&lt;br /&gt;
	[SPHERE:WATER]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Tentacle Demon]]''': Corrupt intentions.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TENTACLE_DEMON]&lt;br /&gt;
	[NAME:tentacle demon:tentacle demons:tentacle demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:5:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:corrupt intentions]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE:SIX_TENTACLES:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:100:100:100]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:DEPRAVITY]&lt;br /&gt;
	[SPHERE:THRALLDOM]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit_of_fire|Spirit of Fire]]''': Arguably the hardest demon. Cannot swim, launches fireballs, is surrounded by fire, a powerful combatant, and can fly.  Limbs sever when broken.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIRIT_OF_FIRE]&lt;br /&gt;
	[NAME:spirit of fire:spirits of fire:spirit of fire]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:6:0:1]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE][EVIL]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:firey glow]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:11]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:25000]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Creatures]][[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27958</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27958"/>
		<updated>2008-03-20T04:18:28Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Rewalling/Flooring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27957</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27957"/>
		<updated>2008-03-20T03:32:21Z</updated>

		<summary type="html">&lt;p&gt;Yvain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27956</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27956"/>
		<updated>2008-03-20T03:31:12Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Rewalling/Flooring */ - answer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27955</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27955"/>
		<updated>2008-03-19T22:18:47Z</updated>

		<summary type="html">&lt;p&gt;Yvain: query - demon spawning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Health_care&amp;diff=39261</id>
		<title>40d Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Health_care&amp;diff=39261"/>
		<updated>2008-03-17T01:52:29Z</updated>

		<summary type="html">&lt;p&gt;Yvain: /* Odd Dwarf Behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Odd Dwarf Behaviour==&lt;br /&gt;
I just noticed in my fortress that one of my injured dwarves hadn't received food in a while and had gotten down to starving. However even when I changed every single dwarf to only perform health care they all just sit about idling and the poor guy starved to death. How can you force dwarves to perform health care jobs? [[User:Yvain|Yvain]] 21:00, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
- Did some further reading and I made a new bucket and that prompted dwarves to check health care jobs and he then got feed/watered. However each time after that he needed food/water I had to make a new bucket. So guess what I'm exporting this year? :) [[User:Yvain|Yvain]] 21:51, 16 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Yvain</name></author>
	</entry>
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