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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Burrow&amp;diff=173472</id>
		<title>v0.34:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Burrow&amp;diff=173472"/>
		<updated>2012-06-17T21:21:39Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Defining a new burrow */ This has become irrelevant in the current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:23, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Burrows are part of the new organization of fortresses, user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Military dwarves that are on duty will ignore burrows.  Off duty military dwarves will respect their burrows in the same ways as civilian dwarves.  If a military dwarf's training area is outside of his burrow, that dwarf will not train when off duty.&lt;br /&gt;
&lt;br /&gt;
Burrows do not restrict a dwarf's movements; they only restrict the locations where dwarves may perform jobs, and acquire the materials for those jobs.  An idle dwarf can still go anywhere, regardless of burrows.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also like zone selections, they may overlap. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' You can also set the colors and symbols used for different burrows to help tell them apart.  A burrow may span multiple Z levels, so long as a means of getting from one Z level to another is within the Burrow zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles. You can only see the parts of the burrow that have been revealed, but the burrow actually extends exactly as far as you defined it.&lt;br /&gt;
&lt;br /&gt;
After defining the area of the burrow, you can add citizens, who will then attempt to move directly to the area and not leave it unless they are starving or dehydrated and there is no food and water in the burrow. Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.&lt;br /&gt;
&lt;br /&gt;
== Deleting Burrows ==&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}.  It's easy enough that many players have managed to do it by mistake, after setting up large and complicated systems.  If you find yourself deleting your burrows by mistake too often, you can edit /data/init/[[Key bindings|interface.txt]] and find where it says&lt;br /&gt;
&lt;br /&gt;
  [BIND:D_BURROWS_DELETE:REPEAT_NOT]&lt;br /&gt;
  [KEY:d]&lt;br /&gt;
&lt;br /&gt;
Then change that to something you won't hit by accident, such as alt+d, like this:&lt;br /&gt;
&lt;br /&gt;
  [BIND:D_BURROWS_DELETE:REPEAT_NOT]&lt;br /&gt;
  [SYM:4:d]&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
&lt;br /&gt;
Normally, you need to add citizens to a burrow manually when defining it to have them respect the boundaries. But there is another way. Burrows can be added to alerts in the military alerts screen. When you set the civilian alert level to an alert including a defined burrow, all non military dwarves will be restricted to that burrow for as long as the alert is in place.&lt;br /&gt;
&lt;br /&gt;
=== Burrows as Dedicated Workshops ===&lt;br /&gt;
&lt;br /&gt;
A nice little trick you can do with burrows is to create one encompassing a workshop, such as a Mason's Workshop, and a small pile of raw material to work with, then assign the Dwarf you want to that burrow and order the items you want made at that shop.   Only the items and shops inside the burrow will be used for the tasks, so it can be used to produce items like furniture for individual Dwarves.  Let's say a Dwarf likes a particular rock; you can create a small stockpile to only accept that stone near a shop, or move the desired stones by dumping them, then create a burrow around the two and assign a mason to it.  Then produce various items of furniture.  All of them will be of that one type of stone. This can also be used with a stockpile of furniture and another one of gems to only encrust the items you want with in-burrow gems.  It is very useful to raise the happiness of individual Dwarves by sprucing up their rooms with items they like.&lt;br /&gt;
&lt;br /&gt;
=== Trader to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will stop what he is doing, go to the trade depot, and wait for the traders. If you include trade stockpiles in the burrow, he can even help move goods until they get there&lt;br /&gt;
&lt;br /&gt;
=== I'm sorry, the Mayor is busy ===&lt;br /&gt;
This is an easy fix for the current bug that prevents elevation of your nobles while traders are present on the map. Create a burrow around your leader's rooms. Stockpile some food and drink inside. When the liaison shows up, add the leader to the burrow and he will scurry off to his rooms. Lock the door. Wait until the merchants have left the map entirely. Unlock the door. If he is also the bookkeeper or manager, so much the better. Set accuracy to 'highest' or queue up a lot of tiny jobs, and the leader will have something to do while locked in his rooms. &lt;br /&gt;
&lt;br /&gt;
=== Good miners mine ore, bad miners mine rooms ===&lt;br /&gt;
If you'd like your legendary miners to continue mining ores while your rookie miners mine out rooms, you can create burrows encompassing your mining areas. Add your good miners to the burrows with the ores, add your unskilled miners to the burrow with the rooms. &lt;br /&gt;
&lt;br /&gt;
===Help! Goblins are chasing me in circles!===&lt;br /&gt;
One problem with outdoor work is the lack of safe areas, the presence of ambushers, and civilian dwarfs who will, by default, run in the dumbest direction possible. You can create small bolt-holes in the wilderness outside your fort and give them a floor hatch as a door.. When ambushers appear, add your outdoor workers to the nearest bolt-hole burrow. After they run inside, lock the door. You don't even need to (and probably shouldn't) hook these bolt holes up to your main fort, they are for short term emergencies. But you could stock them with a little food and booze, just in case.&lt;br /&gt;
&lt;br /&gt;
===Alternate to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to.  Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Currently there are several bugs in the burrow implementation, the most notable being the burrow alternative to the [[Main:Planepacked|Planepacked]] glitch: If you put a material-gathering moody dwarf into a burrow that does not contain the claimed workshop, the dwarf will &amp;quot;forget&amp;quot; that he already brought this type of item to his workshop and repeat this until there are no more items of this type in the burrow, or you let him out of the burrow. When the dwarf starts working on his artifact, he will use ''everything'' he brought to the burrow to make an artifact of arbitrarily high value.&amp;lt;br /&amp;gt;On the other hand, the most common bug is the &amp;quot;[[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam that results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Domestic_animal&amp;diff=164881</id>
		<title>v0.34:Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Domestic_animal&amp;diff=164881"/>
		<updated>2012-02-24T19:46:40Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Comparison of domestic mammals */ linked [pasture]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:12, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Domestic animals''' are creatures that can be used by dwarves one way or another without taming or training, usually for security or food. Distinguished by having the [COMMON_DOMESTIC] tag in the [[raw file|raws]], they can be bought at [[embark]] or [[trade]]d for with [[caravan]]s.  Wild versions of domesticated [[animals]] (horses, muskoxen, etc) can be [[tame]]d and used normally.&lt;br /&gt;
&lt;br /&gt;
Every embark starts with two free domestic '''draft animals''' which pull the [[Wagon (embark)|wagon]] to the fortress site. These can be any of the animals in the list below with the [WAGON_PULLER] tag (Horses, Yaks and Water Buffalos) which are available at embark. Note, the two animals may not be from the same species. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another two animals. A fortress has no use for wagons after embark except to be deconstructed for [[wood]], so these animals can be slaughtered or kept for breeding and making your dwarves [[preferences|happy]] as pets.&lt;br /&gt;
&lt;br /&gt;
With the exception of the two free draft animals, the player may choose which gender of animals purchased at embark. Only one male is necessary for breeding. [[cat|Depending on the animal]], you may wish to limit breeding altogether.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic mammals ==&lt;br /&gt;
When butchered, all adult domestic mammals yield one [[skull]] and one [[leather|raw hide]]. All milkable mammals give the same value [[milk]] and appear to be milkable at the same frequency. The embark costs shown apply to both adults and juveniles of either sex. All domestic mammals reach adolescence at 1 year and adulthood at 2 years, except cavies, which take half as long. All grazing animals require a [[pasture]]; the lower the 'grazer' value, the large is the size of the required pasture.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|Titley bit could go here. &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Embark cost&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Pet value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size when full-grown&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Horns + hooves&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Milkable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Shearable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Grazer&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alpaca]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|857&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cavy]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|800&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|75,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Commonly called ''guinea pigs''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;| -&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Adopts owners.  Hunts [[vermin]].  Beware [[Catsplosion]]!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|151&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|600,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;| -&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kennel|Trainable]] as war dogs or hunting dogs, which can also be bought for 31☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Donkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Horse]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|120&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Llama]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|180,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|333&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Mule]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Sterile in real life; all male in Dwarf Fortress&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Pig]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sheep]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8 or 10&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4 or 6&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Rabbit]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|120,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Reindeer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|130,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|461&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[water_buffalo|Water Buffalo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Extreme grazing requirements.  Difficult (impossible?) to keep alive while tame.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Yak]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|700,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|86&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Extreme grazing requirements.  Difficult to keep alive while tame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Gives a crude estimate of ability in combat, and thus danger to hunters.  This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and offal.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;§&amp;lt;/nowiki&amp;gt; A lower number means the animal needs to graze more often, and will thus need a larger [[pasture]].  Cats and dogs have the [CARNIVORE] tag and do not graze or require pasture.&amp;lt;br&amp;gt;&lt;br /&gt;
:¶ The higher number is for rams.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic poultry == &amp;lt;!-- Linked from Egg production and poultry articles --&amp;gt;&lt;br /&gt;
All domestic poultry have a [[pet]] value of 10 and cost 6[[currency|☼]] at embark. Blue peafowl, geese, and guineafowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years. When butchered, all full-grown poultry yield one [[skull]]; those that yield bones also yield a [[leather|raw hide]]. However, domestic poultry are much more efficient when used for [[egg production]] than as a meat source; over the lifetime of an average hen, many more meals can be produced from the eggs. This is especially true for ducks and guineafowl. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;text-align:center;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6[[currency|☼]] at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Min. [[egg]]s&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Avg. eggs&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Egg size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Years til full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Size when full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Blue peafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|102&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Chicken]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Duck]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Goose]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|152&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17-18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Guineafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Turkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|87&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Estimate based on mean of minimum and maximum clutch sizes.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and intestines.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Reported in infoboxes in this wiki, April 2011.  Might be influenced by individual attributes. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:§ A yield of 2 meat, 2 fat, a skin, and a skull has been reported for butchering a guineafowl.  This seems to be rare.&amp;lt;br&amp;gt; &lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water_buffalo&amp;diff=164671</id>
		<title>v0.34:Water buffalo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water_buffalo&amp;diff=164671"/>
		<updated>2012-02-22T19:13:08Z</updated>

		<summary type="html">&lt;p&gt;Zara: linked domestic animal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:53, 18 February 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|hoof=4&lt;br /&gt;
|fat=8&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=3&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=9-47&lt;br /&gt;
|horn=2&lt;br /&gt;
|bone=20&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Water buffalo cows''' or '''water buffalo bulls''' are cow-like [[domestic animal|domestic animals]] that can be milked. Having about 4 times as much meat, they can feed 7-14 dwarves for an entire year after being butchered. They require a rather large [[pasture]] to survive; their high food requirements make them a poor choice for livestock, as well as their tendency to occasionally attack other livestock.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11611</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11611"/>
		<updated>2008-12-11T01:36:42Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Layers */ linked soil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane (&amp;quot;[[Region]]&amp;quot;) shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.)  This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
Another important factor to consider when choosing the terrain for your fortress is trading with friendly races via caravans. If you choose terrain with too many elevation changes, wagons may have difficulty reaching your trade depot, and you may receive a message such as &amp;quot;The wagons have bypassed your inaccessible location&amp;quot;. If this happens, you may need to put considerable time and effort into clearing terrain, building roads, and possibly even building bridges across ravines to allow friendly caravans to reach you. And while they generally won't entirely prevent caravans, heavily forested areas and areas covered in boulders may slow caravans to a crawl as they wend through the obstacles. See [[Trading]] for more details, especially the sub-section dealing with caravans.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] [[ore]]s and are the only ones containing [[bituminous coal]]. If you plan to have [[steel]] production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is top[[soil]]. It can be used for farming even without water, but it only rarely contains small amounts of [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable [[metal]]s like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of [[tree]]s in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of [[seed]]s, [[alcohol]], and [[food]] for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11610</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11610"/>
		<updated>2008-12-11T01:35:35Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Layers */ there are a few kinds of ore and stone in soil layers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane (&amp;quot;[[Region]]&amp;quot;) shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.)  This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
Another important factor to consider when choosing the terrain for your fortress is trading with friendly races via caravans. If you choose terrain with too many elevation changes, wagons may have difficulty reaching your trade depot, and you may receive a message such as &amp;quot;The wagons have bypassed your inaccessible location&amp;quot;. If this happens, you may need to put considerable time and effort into clearing terrain, building roads, and possibly even building bridges across ravines to allow friendly caravans to reach you. And while they generally won't entirely prevent caravans, heavily forested areas and areas covered in boulders may slow caravans to a crawl as they wend through the obstacles. See [[Trading]] for more details, especially the sub-section dealing with caravans.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] [[ore]]s and are the only ones containing [[bituminous coal]]. If you plan to have [[steel]] production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it only rarely contains small amounts pf [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable [[metal]]s like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of [[tree]]s in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of [[seed]]s, [[alcohol]], and [[food]] for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11609</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11609"/>
		<updated>2008-12-11T01:33:57Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Choosing sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane (&amp;quot;[[Region]]&amp;quot;) shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.)  This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
Another important factor to consider when choosing the terrain for your fortress is trading with friendly races via caravans. If you choose terrain with too many elevation changes, wagons may have difficulty reaching your trade depot, and you may receive a message such as &amp;quot;The wagons have bypassed your inaccessible location&amp;quot;. If this happens, you may need to put considerable time and effort into clearing terrain, building roads, and possibly even building bridges across ravines to allow friendly caravans to reach you. And while they generally won't entirely prevent caravans, heavily forested areas and areas covered in boulders may slow caravans to a crawl as they wend through the obstacles. See [[Trading]] for more details, especially the sub-section dealing with caravans.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] [[ore]]s and are the only ones containing [[bituminous coal]]. If you plan to have [[steel]] production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable [[metal]]s like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of [[tree]]s in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of [[seed]]s, [[alcohol]], and [[food]] for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11608</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11608"/>
		<updated>2008-12-10T19:46:51Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Choosing sites */ some addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane (&amp;quot;[[Region]]&amp;quot;) shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select you starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.)  This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
Another important factor to consider when choosing the terrain for your fortress is trading with friendly races via caravans. If you choose terrain with too many elevation changes, wagons may have difficulty reaching your trade depot, and you may receive a message such as &amp;quot;The wagons have bypassed your inaccessible location&amp;quot;. If this happens, you may need to put considerable time and effort into clearing terrain, building roads, and possibly even building bridges across ravines to allow friendly caravans to reach you. And while they generally won't entirely prevent caravans, heavily forested areas and areas covered in boulders may slow caravans to a crawl as they wend through the obstacles. See [[Trading]] for more details, especially the sub-section dealing with caravans.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] [[ore]]s and are the only ones containing [[bituminous coal]]. If you plan to have [[steel]] production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable [[metal]]s like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of [[tree]]s in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of [[seed]]s, [[alcohol]], and [[food]] for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4208</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4208"/>
		<updated>2008-12-02T20:08:24Z</updated>

		<summary type="html">&lt;p&gt;Zara: I can confirm that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. Use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel. &lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Water wheels must be built on &amp;lt;strike&amp;gt; water or&amp;lt;/strike&amp;gt;{{verify}} [[river]] tiles. They can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Build a [[channel]] three tiles long, right on the brook.  The water wheel will sit above this channel, but you cannot place it yet -- it has no support.  Build an [[axle]] or [[gear assembly]] next to the tile where the center of the water wheel will be.  Now you can place the waterwheel.&lt;br /&gt;
&lt;br /&gt;
Power will be generated once a channel tile under the water wheel is filled with water at a depth of four or greater.  You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting waterwheel's center.&lt;br /&gt;
&lt;br /&gt;
In order for the water wheel to generate power, there needs to be a water flow in one of the three tiles beneath it.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
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== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
A simple design is available at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000946 this forum post].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
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&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Wall: ║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Floor: &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Water Wheel: &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gear Assembly: &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle E/W: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle N/S: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from west: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from south: &amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Channel: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; or if background color is white'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Closed water source opening: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19210</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19210"/>
		<updated>2008-12-02T19:53:06Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Noisiness of various jobs */ got quite a noise Water wheel in my fortress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves.  Depending on a job's noise level and proximity, your dwarves could sleep &amp;quot;uneasily due to noise&amp;quot;, &amp;quot;very uneasily due to noise&amp;quot;, or be woken up by noise.  These events will produce unhappy [[Thought|thoughts]] in varying degrees.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed.  &lt;br /&gt;
&lt;br /&gt;
Noise is produced when a noisy job is completed.  Thoughts about noise do not appear until the sleeping dwarf has woken up.&lt;br /&gt;
&lt;br /&gt;
==Noisiness of various jobs==&lt;br /&gt;
&lt;br /&gt;
* Placing and removing [[building]]s causes noise within 16 tiles.  For example, placing a chair will cause a 33x33x33 cube of noise centered on the chair.  Hopefully this will change in future versions.&lt;br /&gt;
&lt;br /&gt;
* Firing [[siege engine]]s also produces noise within 16 tiles.&lt;br /&gt;
&lt;br /&gt;
* Fighting and construction are two activities that have been observed waking dwarves up, and &lt;br /&gt;
&lt;br /&gt;
* Construction causes noise within 16 tiles, and is known to wake dwarves up.  Fighting has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well.  Strangely, [[sparring]] does not cause any noise at all -- which is just as well, considering dwarves will only spar in a [[barracks]], which is essentially a communal bedroom.&lt;br /&gt;
&lt;br /&gt;
* [[Mining]] and [[wood cutting]] causes noise within 8 tiles.{{verify}}  Mining doesn't appear to ever wake dwarves up.  This suggests that wood cutting is the same way.&lt;br /&gt;
&lt;br /&gt;
* Jobs performed at [[workshops]] cause noise within 4 tiles.  ''(see below for visualization)''&lt;br /&gt;
&lt;br /&gt;
* Eating is believed to cause noise within 1 or 2 tiles; probably 1.  It is unknown whether the noise radiates from the eating dwarf or his food.&lt;br /&gt;
&lt;br /&gt;
* Moving stuff in and out of stockpiles has been observed ''not'' to cause noise.&lt;br /&gt;
&lt;br /&gt;
* It is said that most other jobs cause noise within 2-4 tiles.  More research is necessary to determine the specifics.&lt;br /&gt;
&lt;br /&gt;
* An operating [[water wheel]] caused noise within at least 3 tiles.&lt;br /&gt;
&lt;br /&gt;
==Visualization==&lt;br /&gt;
&lt;br /&gt;
Noise radiates in the shape of a cube, so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors.  The noise radiates from the center of the noise-producing apparatus.&lt;br /&gt;
&lt;br /&gt;
   Level 0      Level &amp;amp;plusmn; 1     Level &amp;amp;plusmn; 2     Level &amp;amp;plusmn; 3     Level &amp;amp;plusmn; 4     Level &amp;amp;plusmn; 5&lt;br /&gt;
 &lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***WWW***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***WWW***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***WWW***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 &lt;br /&gt;
 W = Workshop&lt;br /&gt;
 * = Noise&lt;br /&gt;
 . = No noise&lt;br /&gt;
&lt;br /&gt;
== Noise in practice ==&lt;br /&gt;
&lt;br /&gt;
* Try not to place [[buildings]] like doors while your dwarves are asleep.  Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf.&lt;br /&gt;
&lt;br /&gt;
* Don't dig near the bedrooms when there are dwarves sleeping in them.&lt;br /&gt;
&lt;br /&gt;
== Designing in anticipation of noise ==&lt;br /&gt;
&lt;br /&gt;
* A good way to start is to put all your bedrooms on level -9 or lower.  This means you don't have worry about restricting your woodcutting.&lt;br /&gt;
&lt;br /&gt;
* If you anticipate there to be fighting in your [[Trade Depot]], you should keep bedrooms away from there.  (It is believed that fighting creates noise within 16 tiles, since it has the power to wake units up.)&lt;br /&gt;
&lt;br /&gt;
* Remember that jails, hospitals, and sleeping barracks should also ideally be kept away from noise, in addition to standard and noble bedrooms.&lt;br /&gt;
&lt;br /&gt;
* What I generally do is make my bedrooms 4x1 and have them stick out the sides of my fortress away from the Trade Depot.  If you put the bed at the end of the bedroom, you should have no problems with workshop noise, assuming you don't expand over or under the bedrooms.&lt;br /&gt;
&lt;br /&gt;
{{Moods FAQ}}&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44815</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44815"/>
		<updated>2008-11-18T13:44:17Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The Kind Swamps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. The rivers form two natural freshwater lakes, a small waterfall and there is an underground magma pipe to be discovered. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful).&lt;br /&gt;
&lt;br /&gt;
===Thadar Alu===&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:367433665]&lt;br /&gt;
	[HISTORY_SEED:1729088104]&lt;br /&gt;
	[NAME_SEED:870895962]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:250:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:290:305:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:100:100]&lt;br /&gt;
	[TEMPERATURE:10:90:100:100]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:40:100:1600:1600]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:50]&lt;br /&gt;
	[RIVER_MINS:800:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:25]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
====The Barbs of Zeal====&lt;br /&gt;
[[Image:Barbs of Zeal.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
A 3x3 location that has everything you'll ever want for except for bauxite and silk.  Goblins provide an excellent source of iron.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': A few&lt;br /&gt;
* '''Ores''': Copper, gold.  Little iron&lt;br /&gt;
* '''Flux''': Lots of marble&lt;br /&gt;
* '''Magma''': Surface magma pipe&lt;br /&gt;
* '''Fuel''': Magma, trees&lt;br /&gt;
* '''Water''': Underground river, underground pool&lt;br /&gt;
* '''Sand''': Black sand on surface&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Bottomless Pit''': On surface&lt;br /&gt;
* '''HFS''': Enough said&lt;br /&gt;
* '''Does not have''': Bauxite, magnetite, cave, aquifer, giant cave spiders&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44812</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44812"/>
		<updated>2008-11-16T06:31:48Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Teyo Anetha (no Goblins) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes, a small waterfall and an underground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44811</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44811"/>
		<updated>2008-11-16T06:31:04Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Teyo Anetha (no Goblins) */ You'll need the history seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium &lt;br /&gt;
Seed: 2422583942&lt;br /&gt;
History Seed: 173103888&lt;br /&gt;
Name Seed: 2864375868&lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes, a small waterfall and an underground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44810</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44810"/>
		<updated>2008-11-16T06:28:33Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Teyo Anetha (no Goblins) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 , Size: Medium [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes, a small waterfall and an underground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44809</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44809"/>
		<updated>2008-11-16T06:26:33Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The Kind Swamps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes, a small waterfall and an underground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44808</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44808"/>
		<updated>2008-11-16T06:26:07Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The kind swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes and a small waterfall and an udnerground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44807</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44807"/>
		<updated>2008-11-16T06:25:32Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The kind swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The kind swamp====&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes and a small waterfall and an udnerground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The kind swamp', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44806</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44806"/>
		<updated>2008-11-16T06:24:09Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The kind swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The kind swamp====&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes and a small waterfall and an udnerground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The kind swamp', too (temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44805</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44805"/>
		<updated>2008-11-16T06:17:50Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The kind swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The kind swamp====&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes and a small waterfall, The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The kind swamp', too. You'll get: Trees, Sand, Magma, Flux, Bauxite, ore for all kinds of metal, [[alligator]]s, [[carp]]s and NO goblins. &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44804</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44804"/>
		<updated>2008-11-16T06:08:29Z</updated>

		<summary type="html">&lt;p&gt;Zara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942 [[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
====The kind swamp====&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations. The only obstacles are the aquifers and probably the local wildlife.  &lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44803</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44803"/>
		<updated>2008-11-16T06:07:42Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Teyo Anetha (no Goblins) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942&lt;br /&gt;
&lt;br /&gt;
====The kind swamp====&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations. The only obstacles are the aquifers and probably the local wildlife.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44802</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44802"/>
		<updated>2008-11-16T06:01:42Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Teyo Anetha (no Goblins) */ image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942&lt;br /&gt;
&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Teyo_Anetha.gif&amp;diff=46029</id>
		<title>File:Teyo Anetha.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Teyo_Anetha.gif&amp;diff=46029"/>
		<updated>2008-11-16T06:00:20Z</updated>

		<summary type="html">&lt;p&gt;Zara: for: Pregenerated worlds/0.28.181.40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for: [[Pregenerated worlds/0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44801</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44801"/>
		<updated>2008-11-16T05:59:21Z</updated>

		<summary type="html">&lt;p&gt;Zara: Teyo Anetha (no Goblins); image next&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Seed: 2422583942&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14168</id>
		<title>40d:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14168"/>
		<updated>2008-08-11T14:34:40Z</updated>

		<summary type="html">&lt;p&gt;Zara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Lead|color=#888|bgcolor=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lead is smelted from [[galena]] and can be used to make all furniture and craft goods, or made into lay pewter.&lt;br /&gt;
&lt;br /&gt;
*[[Lay Pewter]] = Lead + 2x [[Tin]] + [[Copper]]&lt;br /&gt;
&lt;br /&gt;
Due to its low material [[value]], lead is hardly useful for making [[craft]]s.  It can be useful for items of [[furniture]], in cases where value and weight aren't relevant, or on maps where [[wood]] is scarce (but magma for a [[Magma smelter]] is avaible).  Making lay pewter from it isn't good option, since you can gain more value by making [[trifle pewter]] from copper and tin and using lead as-is.&lt;br /&gt;
&lt;br /&gt;
There is no lead poisoning in Dwarf Fortress, so there's no reason not to keep your food supply in lead barrels. {{version|0.28.181.39c}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2823</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2823"/>
		<updated>2008-08-10T15:50:24Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* ''Ornamental'' */ added info on moonstone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the mountain. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw rock crystals are required to make crystal glass goods. '''Large gems''' are a byproduct of cutting and can not be processed further. They have a high base value for an item(10x) and can easily reach hundreds, even thousands depending on the gem. Artifact large gems made from precious jewels will go for around 50,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Ornamental'' ===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|onyx||2×||{{Raw Tile|@|#888|#888}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morion||2×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|schorl||2×||{{Raw Tile|@|#888|#888}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lace agate||2×||{{Raw Tile|@|#00f|#00f}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue jade||2×||{{Raw Tile|@|#00f|#00f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lapis lazuli||2×||{{Raw Tile|@|#00f|#00f}}||Igneous intrusive, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase||2×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bloodstone||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss agate||2×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|variscite||2×||{{Raw Tile|@|#0a0|#0a0}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoprase||2×||{{Raw Tile|@|#0f0|#0f0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysocolla||2×||{{Raw Tile|@|#00f|#00f}}||Malachite, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sard||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|carnelian||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|banded agate||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sardonyx||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cherry opal||10×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lavendar jade||2×||{{Raw Tile|@|#a0a|#a0a}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink jade||2×||{{Raw Tile|@|#f0f|#f0f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tube agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|plume agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown jasper||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|picture jasper||3×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|smoky quartz||2×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wax opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wood opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amber opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gold opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|citrine||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow jasper||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tigereye||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tiger iron||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sunstone||2×||{{Raw Tile|@|#ff0|#ff0}}||Basalt, Gneiss|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|resin opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pyrite||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear tourmaline||10×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gray chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|dendritic agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|shell opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bone opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fortification agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk quartz||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moonstone||2×||{{Raw Tile|@|#fff|#fff}}||Metamorphic (and probably other layers?)|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white jade||2×||{{Raw Tile|@|#fff|#fff}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jasper opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pineapple opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|onyx opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pipe opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aventurine||3×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|turquoise||2×||{{Raw Tile|@|#00f|#00f}}||Igneous extrusive, Kaolinite, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rose quartz||3×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rock crystal||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Semi-Precious'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|black zircon||20×||{{Raw Tile|@|#888|#888}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black pyrope||20×||{{Raw Tile|@|#888|#888}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|melanite||15×||{{Raw Tile|@|#888|#888}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|indigo tourmaline||25×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue garnet||30×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tsavorite||30×||{{Raw Tile|@|#0a0|#0a0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green tourmaline||20×||{{Raw Tile|@|#0a0|#0a0}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|demantoid||30×||{{Raw Tile|@|#0a0|#0a0}}||Chromite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green zircon||20×||{{Raw Tile|@|#0a0|#0a0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green jade||20×||{{Raw Tile|@|#0f0|#0f0}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|heliodor||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|peridot||20×||{{Raw Tile|@|#0f0|#0f0}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red zircon||20×||{{Raw Tile|@|#a00|#a00}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red tourmaline||15×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red pyrope||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|almandine||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red grossular||20×||{{Raw Tile|@|#a00|#a00}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink tourmaline||15×||{{Raw Tile|@|#f00|#f00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red beryl||20×||{{Raw Tile|@|#f00|#f00}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire opal||15×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rhodolite||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|purple spinel||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|alexandrite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tanzanite||20×||{{Raw Tile|@|#f0f|#f0f}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morganite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|violet spessartine||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink garnet||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|kunzite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cinnamon grossular||20×||{{Raw Tile|@|#aa0|#aa0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|honey yellow beryl||20×||{{Raw Tile|@|#aa0|#aa0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jelly opal||15×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown zircon||20×||{{Raw Tile|@|#aa0|#aa0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow zircon||20×||{{Raw Tile|@|#ff0|#ff0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|golden beryl||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow spessartine||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topaz||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topazolite||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow grossular||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rubicelle||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear garnet||20×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|goshenite||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cat's eye||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear zircon||25×||{{Raw Tile|@|#fff|#fff}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amethyst||20×||{{Raw Tile|@|#f0f|#f0f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aquamarine||20×||{{Raw Tile|@|#00f|#00f}}||Granite, Schist, Marble, Rhyolite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red spinel||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoberyl||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|precious fire opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red flash opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black opal||30×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|crystal opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|claro opal||20×||{{Raw Tile|@|#00f|#00f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|levin opal||20×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|harlequin opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pinfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bandfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|light yellow diamond||30×||{{Raw Tile|@|#fff|#fff}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Precious'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|faint yellow diamond||40×||{{Raw Tile|@|#aa0|#aa0}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|emerald||40×||{{Raw Tile|@|#0a0|#0a0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|ruby||40×||{{Raw Tile|@|#a00|#a00}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sapphire||40×||{{Raw Tile|@|#00a|#00a}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Rare'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|clear diamond||60×||{{Raw Tile|@|#fff|#fff}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|red diamond||60×||{{Raw Tile|@|#a00|#a00}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|green diamond||60×||{{Raw Tile|@|#0a0|#0a0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|blue diamond||60×||{{Raw Tile|@|#00a|#00a}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|yellow diamond||60×||{{Raw Tile|@|#ff0|#ff0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|black diamond||60×||{{Raw Tile|@|#888|#888}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star sapphire||60×||{{Raw Tile|@|#00f|#00f}}||Sapphire|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star ruby||60×||{{Raw Tile|@|#f00|#f00}}||Ruby|| Single gem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
&lt;br /&gt;
Colored diamonds only occur in clusters of faint yellow diamonds, and star sapphires and rubies only occur within clusters of their peers. Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers).&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|■|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|■|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|■|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Glass has other uses than as a mere gem, as glass can be used as (a rather odd looking) stone for most buildings, such as Tables or Doors.  In addition, Glass can be converted into [[Trap]] components, such as large, spiked balls or giant axes.  Glass trap components have the same weapon damage as wood or silver (50%).&lt;br /&gt;
&lt;br /&gt;
Glass windows can be made at a glass furnace as an alternative to making windows from gems.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create Cages out of, as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23006</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23006"/>
		<updated>2008-08-10T15:45:15Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* moonstone */&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;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&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;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23005</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23005"/>
		<updated>2008-08-10T15:45:05Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* moonstone */&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;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&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;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it to... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14165</id>
		<title>40d:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14165"/>
		<updated>2008-07-17T02:04:25Z</updated>

		<summary type="html">&lt;p&gt;Zara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Lead|color=#888|bgcolor=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lead is smelted from [[galena]] and can be used to make all furniture and craft goods, or made into lay pewter.&lt;br /&gt;
&lt;br /&gt;
*[[Lay Pewter]] = Lead + 2x [[Tin]] + [[Copper]]&lt;br /&gt;
&lt;br /&gt;
Due to its low material value, lead is hardly useful for making furniture or crafts, with the exception of [[bin]]s and [[barrel]]s, especially on maps where [[wood]] is scarce. Making lay pewter from it isn't good option, since you can gain more value by making [[Trifle pewter]] from Copper and Tin and using lead as-is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38193</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=38193"/>
		<updated>2008-06-13T18:53:41Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Smata Xetsu, perfect location with giant gave spider and buggy aquifer */&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.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519 (170 rejects, most of them very fast; ~8 minutes total generation on a 2.3 GHz dual-core)&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;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.png|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  Just don't expect any human traders to visit you. &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Onra Kisnast, a near-perfect 0-reject world===&lt;br /&gt;
&lt;br /&gt;
[[Image:343432.PNG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:MEDIUM]&lt;br /&gt;
[SEED:343432]&lt;br /&gt;
[DIM:129:129]&lt;br /&gt;
OS: Unknown, but does not work on Vista.&lt;br /&gt;
&lt;br /&gt;
'''Contents:'''&lt;br /&gt;
*Size: 5x4&lt;br /&gt;
*Calm&lt;br /&gt;
*Warm&lt;br /&gt;
*Surface river&lt;br /&gt;
*Underground river&lt;br /&gt;
*Plenty of trees&lt;br /&gt;
*Magma pipe&lt;br /&gt;
*Hidden fun stuff&lt;br /&gt;
*Chasm(top-open with creatures - watch out)&lt;br /&gt;
*Flux(lots)&lt;br /&gt;
*Sand(white)&lt;br /&gt;
*Bauxite(lots)&lt;br /&gt;
*Iron(lots, magnetite deposits open to the surface)&lt;br /&gt;
*Coal&lt;br /&gt;
*Obsidian&lt;br /&gt;
*All civs&lt;br /&gt;
*Flat surface - only 3 z-levels of elevation&lt;br /&gt;
&lt;br /&gt;
Found by: Event Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Udon Zurko, Perfect Excluding Adamantine, Giant Cave Spiders Instead===&lt;br /&gt;
&lt;br /&gt;
[[Image:Udon Zurko.jpg|thumb|right|Udon Zurko]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALLER]&lt;br /&gt;
[SEED:4211843152]&lt;br /&gt;
[DIM:33:33]&lt;br /&gt;
OS: Unknown, but does not work on Vista.&lt;br /&gt;
&lt;br /&gt;
This seed, in a &amp;quot;smaller&amp;quot; world for fast generation, has every major an minor feature one could want, aside from Adamantine. To make up for it you can find here Giant Cave Spiders to capture and, if you're daring enough, taunt for infinite super-expensive silk.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* 4x5 area; 3x5 excludes the spider; 2x4 excludes only the cave river; (2x3 excludes the spider and river, but what fun is that?)&lt;br /&gt;
* Untamed Wilds, Warm&lt;br /&gt;
* Heavily Forested with Conifers and Highwood&lt;br /&gt;
* Underground River, the only source of infinite water&lt;br /&gt;
* Magma Pipe, the only source of Obsidian&lt;br /&gt;
* Chasm, a few surface dwellers, ratmen and antmen.&lt;br /&gt;
* Giant Cave Spider- only show up with two squares of chasm. Found at the chasm's end, above ground. Hidden.&lt;br /&gt;
* Sand, A striking Red, Everywhere&lt;br /&gt;
* Flux, Limestone, everywhere but the very south&lt;br /&gt;
* Iron, huge magnetite pockets in the limestone&lt;br /&gt;
* Bauxite, ditto above. Even a few Sapphires and Rubies.&lt;br /&gt;
* Coal in the form of Lignite and Bimituous Coal, somewhat hard to find.&lt;br /&gt;
* Diamonds in the Kaolinite in the Gabbro to the south. I only saw faint yellow ones with a cursory glance.&lt;br /&gt;
* Platinum in outrageous quantities.&lt;br /&gt;
* Gold, Silver, and Copper also present. No zinc or tin found.&lt;br /&gt;
* All Civs&lt;br /&gt;
* A total of 7 z-levels of elevation, mostly slopes, a couple 2 tall cliffs.&lt;br /&gt;
&lt;br /&gt;
How to turn the Death-Spider into a Cash-Spider:&lt;br /&gt;
&lt;br /&gt;
Even using reveal, the Giant Cave Spiders remain hidden. Use &amp;quot;Heal&amp;quot; if you want to verify their presence. As noted, they only show up if you include two tiles of chams on the embark screen, but at least one shows up on the eastern end of the chasm, amongst the ratmen and antmen on the surface. Send over a suicide peasant to get caught in the spider's (invisible) web to reveal the location of the spider. Good luck luring it into a cage trap. Expect casualties. Giant Cave Spiders don't shoot web when tame, nor do they shoot it if they can't path to their target. Your best bet would be to release it in a room with bait chained up on the other side of a cage trap. Build a loom nearby with gather webs on repeat and weave cloth suspended to gather the web fastest. Dye the cloth blue and make socks out of it for maximum profit.&lt;br /&gt;
&lt;br /&gt;
Hopefully the fun you can have with spiders makes up for the lack of adamantine.&lt;br /&gt;
&lt;br /&gt;
===Smata Xetsu, perfect location with giant cave spider and buggy aquifer===&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALL]&lt;br /&gt;
[SEED:2481306376]&lt;br /&gt;
[DIM:65:65]&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_xetsu_the_great_desert.gif|thumb|right|Smata Xetsu]]&lt;br /&gt;
&lt;br /&gt;
I'm to lazy to write a full description, so I just say that you here get the usually wanted features (except Obsidian) in a 3x6 area: Flux, bauxite (with rubies and even ''one'' star ruby), iron, coal, all other kinds of ore, adamantite, a volcano (almost completely subterranean) and a chasm. The embark screen also says that you got an aquifer, but that is the bug described here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=003677]. So no running water, though you can get an additional cave lake if you expand 1 tile to the west on the embark screen. (Or just cheat yourself one, in this case you're only fixing a bug.) And, you get a GCS lurking at the top of the chasm! Try to keep your dwarves away from that general area, until the GCS leaves its cover to slaughter the local wildlife. That doesn't reveal the spider's net, you still need a dwarf (or a cat) who stumbles across that. [[User:Zara|Zara]] 11:35, 13 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38192</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=38192"/>
		<updated>2008-06-13T15:40:02Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Smata Xetsu, perfect location with giant gave spider and buggy aquifer */&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.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519 (170 rejects, most of them very fast; ~8 minutes total generation on a 2.3 GHz dual-core)&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;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.png|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  Just don't expect any human traders to visit you. &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Onra Kisnast, a near-perfect 0-reject world===&lt;br /&gt;
&lt;br /&gt;
[[Image:343432.PNG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:MEDIUM]&lt;br /&gt;
[SEED:343432]&lt;br /&gt;
[DIM:129:129]&lt;br /&gt;
OS: Unknown, but does not work on Vista.&lt;br /&gt;
&lt;br /&gt;
'''Contents:'''&lt;br /&gt;
*Size: 5x4&lt;br /&gt;
*Calm&lt;br /&gt;
*Warm&lt;br /&gt;
*Surface river&lt;br /&gt;
*Underground river&lt;br /&gt;
*Plenty of trees&lt;br /&gt;
*Magma pipe&lt;br /&gt;
*Hidden fun stuff&lt;br /&gt;
*Chasm(top-open with creatures - watch out)&lt;br /&gt;
*Flux(lots)&lt;br /&gt;
*Sand(white)&lt;br /&gt;
*Bauxite(lots)&lt;br /&gt;
*Iron(lots, magnetite deposits open to the surface)&lt;br /&gt;
*Coal&lt;br /&gt;
*Obsidian&lt;br /&gt;
*All civs&lt;br /&gt;
*Flat surface - only 3 z-levels of elevation&lt;br /&gt;
&lt;br /&gt;
Found by: Event Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Udon Zurko, Perfect Excluding Adamantine, Giant Cave Spiders Instead===&lt;br /&gt;
&lt;br /&gt;
[[Image:Udon Zurko.jpg|thumb|right|Udon Zurko]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALLER]&lt;br /&gt;
[SEED:4211843152]&lt;br /&gt;
[DIM:33:33]&lt;br /&gt;
OS: Unknown, but does not work on Vista.&lt;br /&gt;
&lt;br /&gt;
This seed, in a &amp;quot;smaller&amp;quot; world for fast generation, has every major an minor feature one could want, aside from Adamantine. To make up for it you can find here Giant Cave Spiders to capture and, if you're daring enough, taunt for infinite super-expensive silk.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* 4x5 area; 3x5 excludes the spider; 2x4 excludes only the cave river; (2x3 excludes the spider and river, but what fun is that?)&lt;br /&gt;
* Untamed Wilds, Warm&lt;br /&gt;
* Heavily Forested with Conifers and Highwood&lt;br /&gt;
* Underground River, the only source of infinite water&lt;br /&gt;
* Magma Pipe, the only source of Obsidian&lt;br /&gt;
* Chasm, a few surface dwellers, ratmen and antmen.&lt;br /&gt;
* Giant Cave Spider- only show up with two squares of chasm. Found at the chasm's end, above ground. Hidden.&lt;br /&gt;
* Sand, A striking Red, Everywhere&lt;br /&gt;
* Flux, Limestone, everywhere but the very south&lt;br /&gt;
* Iron, huge magnetite pockets in the limestone&lt;br /&gt;
* Bauxite, ditto above. Even a few Sapphires and Rubies.&lt;br /&gt;
* Coal in the form of Lignite and Bimituous Coal, somewhat hard to find.&lt;br /&gt;
* Diamonds in the Kaolinite in the Gabbro to the south. I only saw faint yellow ones with a cursory glance.&lt;br /&gt;
* Platinum in outrageous quantities.&lt;br /&gt;
* Gold, Silver, and Copper also present. No zinc or tin found.&lt;br /&gt;
* All Civs&lt;br /&gt;
* A total of 7 z-levels of elevation, mostly slopes, a couple 2 tall cliffs.&lt;br /&gt;
&lt;br /&gt;
How to turn the Death-Spider into a Cash-Spider:&lt;br /&gt;
&lt;br /&gt;
Even using reveal, the Giant Cave Spiders remain hidden. Use &amp;quot;Heal&amp;quot; if you want to verify their presence. As noted, they only show up if you include two tiles of chams on the embark screen, but at least one shows up on the eastern end of the chasm, amongst the ratmen and antmen on the surface. Send over a suicide peasant to get caught in the spider's (invisible) web to reveal the location of the spider. Good luck luring it into a cage trap. Expect casualties. Giant Cave Spiders don't shoot web when tame, nor do they shoot it if they can't path to their target. Your best bet would be to release it in a room with bait chained up on the other side of a cage trap. Build a loom nearby with gather webs on repeat and weave cloth suspended to gather the web fastest. Dye the cloth blue and make socks out of it for maximum profit.&lt;br /&gt;
&lt;br /&gt;
Hopefully the fun you can have with spiders makes up for the lack of adamantine.&lt;br /&gt;
&lt;br /&gt;
===Smata Xetsu, perfect location with giant gave spider and buggy aquifer===&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALL]&lt;br /&gt;
[SEED:2481306376]&lt;br /&gt;
[DIM:65:65]&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_xetsu_the_great_desert.gif|thumb|right|Smata Xetsu]]&lt;br /&gt;
&lt;br /&gt;
I'm to lazy to write a full description, so I just say that you here get the usually wanted features (except Obsidian) in a 3x6 area: Flux, bauxite (with rubies and even ''one'' star ruby), iron, coal, all other kinds of ore, adamantite, a volcano (almost completely subterranean) and a chasm. The embark screen also says that you got an aquifer, but that is the bug described here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=003677]. So no running water, though you can get an additional cave lake if you expand 1 tile to the west on the embark screen. (Or just cheat yourself one, in this case you're only fixing a bug.) And, you get a GCS lurking at the top of the chasm! Try to keep your dwarves away from that general area, until the GCS leaves its cover to slaughter the local wildlife. That doesn't reveal the spider's net, you still need a dwarf (or a cat) who stumbles across that. [[User:Zara|Zara]] 11:35, 13 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38191</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=38191"/>
		<updated>2008-06-13T15:35:59Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Udon Zurko, Perfect Excluding Adamantine, Giant Cave Spiders Instead */&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.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519 (170 rejects, most of them very fast; ~8 minutes total generation on a 2.3 GHz dual-core)&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;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.png|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  Just don't expect any human traders to visit you. &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Onra Kisnast, a near-perfect 0-reject world===&lt;br /&gt;
&lt;br /&gt;
[[Image:343432.PNG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:MEDIUM]&lt;br /&gt;
[SEED:343432]&lt;br /&gt;
[DIM:129:129]&lt;br /&gt;
OS: Unknown, but does not work on Vista.&lt;br /&gt;
&lt;br /&gt;
'''Contents:'''&lt;br /&gt;
*Size: 5x4&lt;br /&gt;
*Calm&lt;br /&gt;
*Warm&lt;br /&gt;
*Surface river&lt;br /&gt;
*Underground river&lt;br /&gt;
*Plenty of trees&lt;br /&gt;
*Magma pipe&lt;br /&gt;
*Hidden fun stuff&lt;br /&gt;
*Chasm(top-open with creatures - watch out)&lt;br /&gt;
*Flux(lots)&lt;br /&gt;
*Sand(white)&lt;br /&gt;
*Bauxite(lots)&lt;br /&gt;
*Iron(lots, magnetite deposits open to the surface)&lt;br /&gt;
*Coal&lt;br /&gt;
*Obsidian&lt;br /&gt;
*All civs&lt;br /&gt;
*Flat surface - only 3 z-levels of elevation&lt;br /&gt;
&lt;br /&gt;
Found by: Event Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Udon Zurko, Perfect Excluding Adamantine, Giant Cave Spiders Instead===&lt;br /&gt;
&lt;br /&gt;
[[Image:Udon Zurko.jpg|thumb|right|Udon Zurko]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALLER]&lt;br /&gt;
[SEED:4211843152]&lt;br /&gt;
[DIM:33:33]&lt;br /&gt;
OS: Unknown, but does not work on Vista.&lt;br /&gt;
&lt;br /&gt;
This seed, in a &amp;quot;smaller&amp;quot; world for fast generation, has every major an minor feature one could want, aside from Adamantine. To make up for it you can find here Giant Cave Spiders to capture and, if you're daring enough, taunt for infinite super-expensive silk.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* 4x5 area; 3x5 excludes the spider; 2x4 excludes only the cave river; (2x3 excludes the spider and river, but what fun is that?)&lt;br /&gt;
* Untamed Wilds, Warm&lt;br /&gt;
* Heavily Forested with Conifers and Highwood&lt;br /&gt;
* Underground River, the only source of infinite water&lt;br /&gt;
* Magma Pipe, the only source of Obsidian&lt;br /&gt;
* Chasm, a few surface dwellers, ratmen and antmen.&lt;br /&gt;
* Giant Cave Spider- only show up with two squares of chasm. Found at the chasm's end, above ground. Hidden.&lt;br /&gt;
* Sand, A striking Red, Everywhere&lt;br /&gt;
* Flux, Limestone, everywhere but the very south&lt;br /&gt;
* Iron, huge magnetite pockets in the limestone&lt;br /&gt;
* Bauxite, ditto above. Even a few Sapphires and Rubies.&lt;br /&gt;
* Coal in the form of Lignite and Bimituous Coal, somewhat hard to find.&lt;br /&gt;
* Diamonds in the Kaolinite in the Gabbro to the south. I only saw faint yellow ones with a cursory glance.&lt;br /&gt;
* Platinum in outrageous quantities.&lt;br /&gt;
* Gold, Silver, and Copper also present. No zinc or tin found.&lt;br /&gt;
* All Civs&lt;br /&gt;
* A total of 7 z-levels of elevation, mostly slopes, a couple 2 tall cliffs.&lt;br /&gt;
&lt;br /&gt;
How to turn the Death-Spider into a Cash-Spider:&lt;br /&gt;
&lt;br /&gt;
Even using reveal, the Giant Cave Spiders remain hidden. Use &amp;quot;Heal&amp;quot; if you want to verify their presence. As noted, they only show up if you include two tiles of chams on the embark screen, but at least one shows up on the eastern end of the chasm, amongst the ratmen and antmen on the surface. Send over a suicide peasant to get caught in the spider's (invisible) web to reveal the location of the spider. Good luck luring it into a cage trap. Expect casualties. Giant Cave Spiders don't shoot web when tame, nor do they shoot it if they can't path to their target. Your best bet would be to release it in a room with bait chained up on the other side of a cage trap. Build a loom nearby with gather webs on repeat and weave cloth suspended to gather the web fastest. Dye the cloth blue and make socks out of it for maximum profit.&lt;br /&gt;
&lt;br /&gt;
Hopefully the fun you can have with spiders makes up for the lack of adamantine.&lt;br /&gt;
&lt;br /&gt;
===Smata Xetsu, perfect location with giant gave spider and buggy aquifer===&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALL]&lt;br /&gt;
[SEED:2481306376]&lt;br /&gt;
[DIM:65:65]&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_xetsu_the_great_desert.gif|thumb|right|Smata Xetsu]]&lt;br /&gt;
&lt;br /&gt;
I'm to lazy to write a full description, so I just say that you here get the usually wanted features (except Obsidian) in a 3x6 area: Flux, bauxite (with rubies and even ''one'' star ruby), iron, coal, all other kinds of ore, adamantite, a volcano (almost completely subterranean) and a chasm. The embark screen also says that you got an aquifer, but that is the bug described here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=003677]. So no running water, though you can get an additional cave lake if you expand 1 tile to the west on the embark screen. (Or just cheat yourself one, in this case you're only fixing a bug.) And, you get a GCS lurking at the top of the chasm. Try to keep your dwarves away from that general area, until the GCS leaves its cover to slaughter the local wildlife. That doesn't reveal the spider's net, you still need a dwarf (or a cat) who stumbles across that. [[User:Zara|Zara]] 11:35, 13 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Smata_xetsu_the_great_desert.gif&amp;diff=42589</id>
		<title>File:Smata xetsu the great desert.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Smata_xetsu_the_great_desert.gif&amp;diff=42589"/>
		<updated>2008-06-13T15:17:50Z</updated>

		<summary type="html">&lt;p&gt;Zara: Smata Xetsu, for Pregenerated worlds/0.27.176.38c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smata Xetsu, for [[Pregenerated worlds/0.27.176.38c]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10453</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10453"/>
		<updated>2008-05-31T22:05:40Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Finding magma */ flux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanos are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, a layer of [[flux]] for steel production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma never flows up. Its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes Floodgates and Screw Pumps.  Unsafe materials will function for a while, but then burn away.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this partiucal case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plant_gathering&amp;diff=7959</id>
		<title>40d:Plant gathering</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plant_gathering&amp;diff=7959"/>
		<updated>2008-05-29T05:59:49Z</updated>

		<summary type="html">&lt;p&gt;Zara: rearranged so that Herbalism is link further up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant gathering allows you to gather plants to add to your food stores.  The skill associated with plant gathering is [[Herbalism]].&lt;br /&gt;
&lt;br /&gt;
Plant gathering can sometimes make all the difference between surviving and starving.  However, the plants you gather may require some processing, and in a few cases (such as [[hide root]]), cannot be made into any food item.&lt;br /&gt;
&lt;br /&gt;
To gather plants, at least one of your dwarves must have the &amp;quot;plant gathering&amp;quot; job turned on. Then find an area with a lot of shrubs (Shown by &amp;quot; symbols.), then press {{K|d}} for 'designate', and then press {{K|p}} for 'plants'. Move the cursor to one corner of the area you want to harvest, and hit  {{K|enter}}. Now move diagonally to the far corner of the area, and hit {{K|enter}} again. This will mark all harvestable shrubs in that area for picking. &lt;br /&gt;
&lt;br /&gt;
Your dwarf should then start going out to pick those plants.&lt;br /&gt;
&lt;br /&gt;
Plant Gathering is also essential for obtaining seeds if you plan to do outdoor farming. The plants gathered must first be brewed, milled or eaten to obtain the seed.&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dark_gnome&amp;diff=20717</id>
		<title>40d Talk:Dark gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dark_gnome&amp;diff=20717"/>
		<updated>2008-05-29T04:48:29Z</updated>

		<summary type="html">&lt;p&gt;Zara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;They really aren't that dangerous. I got attacked by a few one time, and a gang of unarmed, unarmored civilians temporarily conscripted into the Dwarven Wrestlin' Team strangled the lot of them.[[User:Kefkakrazy|Kefkakrazy]] 02:17, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
tonight in WWE, Mesbuth Mesbuthsodel(Oarshields) vs the dark gnome team!&lt;br /&gt;
&lt;br /&gt;
Also, Gnome Liberation Front my arse :P --[[User:Frostedfire|Frostedfire]] 07:12, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Never seen one of them. :) [[User:Zara|Zara]] 00:48, 29 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_spider&amp;diff=30870</id>
		<title>40d:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_spider&amp;diff=30870"/>
		<updated>2008-05-29T04:37:13Z</updated>

		<summary type="html">&lt;p&gt;Zara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cave spiders are a type of [[vermin]] that occurs near [[chasm]]s, [[underground river]]s or [[cave]]s. They leave small webs strewn around the area, which are automatically collected by any worker who has the [[weaver|weaving]] skill activated and access to a [[loom]], which automatically produces the work task &amp;quot;[[collect webs]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These can bite tame animals, though the effect is pending&lt;br /&gt;
&lt;br /&gt;
Cave spiders should not be confused with [[Giant cave spider]]s and [[phantom spider]]s.&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24321</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24321"/>
		<updated>2008-05-29T04:34:05Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Limited biomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any food in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that food. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] barrels are over ten times more effective at keeping your food safe, although you can never fully protect your food from these voracious critters.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be tamed by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with cats, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not tamed, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.176.38c}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[blood|ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage ]]so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|Beetle||n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ant||n/a||Forms colonies on soil&lt;br /&gt;
|-&lt;br /&gt;
|Monarch butterfly||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|Rat||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm||Taiga forest, Temperate, Tropical||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Blue jay||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Cardinal||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Oriole||Temperate broadleaf forest||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Red-winged blackbird||Temperate marsh||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Hedgehog||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Chipmunk||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Gray squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Red squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
|-&lt;br /&gt;
|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Phantom spider||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
|-&lt;br /&gt;
|Fairy||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave spider]]||Subterranean water and chasm||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Fire snake||Subterranean lava||1||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
|-&lt;br /&gt;
|Olm||Subterranean water||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]] ||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38185</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=38185"/>
		<updated>2008-05-28T05:07:35Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Thadar Thran, a world that also misses a civilization */&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.png|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  Just don't expect any human traders to visit you. &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38178</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=38178"/>
		<updated>2008-05-23T00:40:04Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Thadar Thran, a world that also misses a civilization */&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38177</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=38177"/>
		<updated>2008-05-23T00:38:07Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* The Dimensions of Legend */&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of a the mountains. The Humans live in the north-east corner in the ''veiled hills'', the Elves and Goblins live in (and at) the western ''forest of wiping'' and the ''dull jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38176</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=38176"/>
		<updated>2008-05-23T00:37:32Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Thadar Thran, a world that also misses a civilization */&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). [[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of a the mountains. The Humans live in the north-east corner in the ''veiled hills'', the Elves and Goblins live in (and at) the western ''forest of wiping'' and the ''dull jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38175</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=38175"/>
		<updated>2008-05-23T00:37:17Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Thadar Thran, a world that also misses a civilization */&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). [[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Image:Thadar Thran|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of a the mountains. The Humans live in the north-east corner in the ''veiled hills'', the Elves and Goblins live in (and at) the western ''forest of wiping'' and the ''dull jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38174</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=38174"/>
		<updated>2008-05-23T00:36:57Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Thadar Thran, a world that also misses a civilization */&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). [[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of a the mountains. The Humans live in the north-east corner in the ''veiled hills'', the Elves and Goblins live in (and at) the western ''forest of wiping'' and the ''dull jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Thadar_Thran.gif&amp;diff=41880</id>
		<title>File:Thadar Thran.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Thadar_Thran.gif&amp;diff=41880"/>
		<updated>2008-05-23T00:35:40Z</updated>

		<summary type="html">&lt;p&gt;Zara: Thadar Thran, for the pregenerated worlds page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thadar Thran, for the pregenerated worlds page&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38173</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=38173"/>
		<updated>2008-05-23T00:34:09Z</updated>

		<summary type="html">&lt;p&gt;Zara: Thadar Thran, image coming next&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.&amp;lt;br \&amp;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;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). [[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&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;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of a the mountains. The Humans live in the north-east corner in the ''veiled hills'', the Elves and Goblins live in (and at) the western ''forest of wiping'' and the ''dull jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plety of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39110</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39110"/>
		<updated>2008-05-22T18:22:10Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Scarcity */ how to find: diamond, sapphire and ruby&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters. &lt;br /&gt;
&lt;br /&gt;
If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[kimberlite]] (diamonds) and [[bauxite]] (sapphires and rubies) respectively. So you only need to find the veins of kimberlite in a [[gabbro]] layer or the large clusters of bauxite in [[sedimentary layer]]s respectively, and dig those out using one of the patterns that reveals every tile.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 5 to 10 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, which doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer above it to get it started, but this method is the most efficient for those with 100% visibility, and has a great reuse value. Real dwarves' choice! It takes a lot of keypressing to designate, [[Mineshaft.ahk|here]] is a ahk script to save your fingers&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. Unless you have particularly bad luck you should also find all veins, but there is no guarantee.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10451</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10451"/>
		<updated>2008-05-22T18:08:36Z</updated>

		<summary type="html">&lt;p&gt;Zara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanos are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma never flows up. Its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function in magma. This includes Floodgates and Screw Pumps.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this partiucal case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10450</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10450"/>
		<updated>2008-05-22T18:07:56Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Finding magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. In theory a volcano would always reach the surfaces, but actually in some cases the magma might not be visible on the surface. &lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanos are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma never flows up. Its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function in magma. This includes Floodgates and Screw Pumps.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this partiucal case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10449</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10449"/>
		<updated>2008-05-22T17:59:21Z</updated>

		<summary type="html">&lt;p&gt;Zara: new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. In theory a volcano would always reach the surfaces, but actually in some cases the magma might not be visible on the surface. &lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanos are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma never flows up. Its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function in magma. This includes Floodgates and Screw Pumps.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this partiucal case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10448</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10448"/>
		<updated>2008-05-22T17:57:31Z</updated>

		<summary type="html">&lt;p&gt;Zara: /* Finding magma */ reworded the Magma Pool/Magma Pipe/ Volcana stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. In theory a volcano would always reach the surfaces, but actually in some cases the magma might not be visible on the surface. &lt;br /&gt;
&lt;br /&gt;
Magma that reaches all the way to the surface (Primarily Magma Pipes and Volcanos) is visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma never flows up. Its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function in magma. This includes Floodgates and Screw Pumps.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this partiucal case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zara</name></author>
	</entry>
</feed>