http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Lemonpieman&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T14:20:24ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=40d:Catsplosion&diff=5423840d:Catsplosion2009-10-08T13:52:10Z<p>Lemonpieman: </p>
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<div>[[Category:D for Dwarf]]{{D for Dwarf}}<br />
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome. Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.<br />
<br />
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.<br />
<br />
== Conventional catsplosion ==<br />
<br />
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress. Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms. Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.<br />
<br />
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as "Cuddly Wuddly Syndrome". Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage. The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his "bewuv'ed cuddlebug". Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.<br />
<br />
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones. [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures. Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their "pets".<br />
<br />
=== Dealing with Conventional catsplosion ===<br />
==== Part 1: Keeping "Cuddly Wuddly Syndrome" (CWS) under control ====<br />
One word : [[cage]]<br />
<br />
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet. Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it. If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become "pets". From then on, the moment you get<br />
an announcement that says "(SomePetName), Cat (Tame) has given birth to kitten(s)", quickly assign all new kittens to the cage. If they stay in the cage, they cannot mind control your dwarves.<br />
<br />
==== Part 2: Getting rid of the unwanted cats ====<br />
The options are as follows:<br />
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short. It is highly recommended that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.<br />
* [[Trading]]. This is the only 100% safe way to get rid of stray cats in a cage. When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile. Then set the cat cage for trading at the depot to move it there. Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.<br />
* [[Trap#Other_traps|Execution Traps]]. Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.<br />
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door and then connecting a lever to these spikes can kill the already "pet" cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.<br />
* [[Modding]]. See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.<br />
<br />
== Thermonuclear catsplosion ==<br />
<br />
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat. A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature to the cats' homeothermy in the amount of 40000 degrees Urist&mdash;30032 degrees Fahrenheit, 16666&#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&mdash;which is equivalent to over three times the surface temperature of the sun.<br />
<br />
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion. Their findings have been released to the public as part of the Shockingly Awesome campaign.<br />
<br />
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]<br />
<br />
[http://www.youtube.com/watch?v=NUK2dPii154 Orbital view of a nuclear catsplosion]<br />
<br />
=== Inserting the detonator ===<br />
<br />
''This information brought to you by the Elven Al Qaeda through the Al Ja'treera network.''<br />
<br />
The detonation trigger can be inserted via a gene editor into cats (their genetic structures being specified in ''creature_domestic.txt'' in the [[raw file|raw object data]]) as follows:<br />
<br />
''Replace:''<br />
[HOMEOTHERM:10070]<br />
''With:''<br />
[HOMEOTHERM:40000][SEVERONBREAKS]<br />
<br />
Do not worry about being required to generate a new world. All you need to do is save the game, insert the detonator, and reload. All cats will then detonate, causing much mayhem in the dwarven fortress! You may then repeat the process to remove the detonator, avoiding further suspicion!<br />
<br />
''Nature is great!''<br />
<br />
== Differences between catsplosions ==<br />
<br />
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor. Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Cave_crocodile&diff=3752740d:Cave crocodile2009-10-03T10:06:50Z<p>Lemonpieman: </p>
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<div>{{CreatureInfo|wiki=no|name=Cave Crocodile|biome=Subterranean [[water]]|symbol=C|color={{color|7|0}}|bones=10|chunks=10|meat=10|fat=4|skulls=1|skin=Yes}}<br />
<br />
A '''cave crocodile''' is a nasty [[creature]] that lives in [[cave]]s, especially water-filled underground areas such as an [[underground river]]. Being big and nasty tempered, it will try to ambush your [[fisherdwarf|fisherdwarves]], sand collectors and anyone who's stupid enough to try drinking from its habitat. Your animals can also be in danger. Unlike the [[giant toad]] and [[giant olm]], cave crocodiles - including wild ones - will breed after a number of years, potentially leading to a "[[catsplosion|crocsplosion]]" effect, which makes your water source effectively unusable.<br />
<br />
{{Game_Data|[CREATURE:CROCODILE_CAVE]<br />
[NAME:cave crocodile:cave crocodiles:cave crocodile]<br />
[TILE:'C'][COLOR:7:0:0]<br />
[MODVALUE:5]<br />
[LARGE_ROAMING][DIFFICULTY:2]<br />
[AMPHIBIOUS]<br />
[GENPOWER:3]<br />
[PETVALUE:750]<br />
[LARGE_PREDATOR]<br />
[GRASSTRAMPLE:20]<br />
[CARNIVORE][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]<br />
[BUILDINGDESTROYER:1]<br />
[PREFSTRING:strength]<br />
[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]<br />
[SIZE:10]<br />
[MAXAGE:60:100]<br />
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]<br />
[CHILD:1][CHILDNAME:cave crocodile hatchling:cave crocodile hatchlings]<br />
[FAT:4]<br />
[POPULATION_NUMBER:10:20]<br />
[ALL_ACTIVE]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[STANDARD_FLESH]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[HOMEOTHERM:10040]<br />
}}<br />
{{Creatures}}<br />
[[Category:Animals]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Tower-cap&diff=823140d:Tower-cap2009-10-03T09:59:13Z<p>Lemonpieman: </p>
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<div>'''Tower-caps''' are a type of mushroom-like [[subterranean]] [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce tower-cap [[log]]s. Tower-caps will grow ''only if'' the site contains an [[underground]] [[river]] or [[underground pool]]. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set. As with normal trees, they take about 1 and a half years to fully grow.<br />
<br />
== Underground tree farms ==<br />
If you have discovered an underground river or pool, tower-caps will start spontaneously growing in ''[[Irrigation|muddied]]'' subterranean areas (rock or soil), or any subterranean soil, though muddied soil has a denser production than dry soil. The distance or [[path]] to the underground river does not matter. It is thus possible to make a (big) safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world.<br />
<br />
On the subject of spawning tower-caps, [[Toady]] said:<br />
<blockquote>''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do.<sup>1</sup> Later, you should be able to plant them. There are no arbitrary vegetation caps now<sup>2</sup>.''</blockquote><br />
::<sup>1: Note that it ''is'' working and that underground rivers are not that rare any more.</sup><br />
::<sup>2: The "arbitrary vegetation caps" comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].</sup><br />
<br />
<br />
To design a tower-cap "farm", refer also to the [[Irrigation#Easier.2C_safer_irrigation|irrigation]] article.<br />
<br />
Beware that young tower caps, like young [[tree]]s, are fragile and will be quickly killed if repeatedly walked upon.<br />
<br />
{{Game_Data|[MATGLOSS_WOOD:GIANT_SHROOM]<br />
[NAME:tower-cap][ADJ:tower-cap]<br />
[TILE:5]<br />
[PREFSTRING:great size]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[SOLID_DENSITY:600]}}<br />
{{Wood FAQ}}<br />
<br />
[[Category:Trees]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=User:Lemonpieman&diff=51215User:Lemonpieman2009-10-01T11:38:20Z<p>Lemonpieman: Created page with 'I'm an idiot.'</p>
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<div>I'm an idiot.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Snakeman&diff=3848740d Talk:Snakeman2009-10-01T11:38:09Z<p>Lemonpieman: </p>
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<div>==Venom==<br />
Is there any way to extract venom from them? Or is snakeman venom just something you buy? [[User:Bouchart|Bouchart]] 16:32, 5 March 2008 (EST)<br />
:its the same issue as milking cows. your dwarves cant pick up snakemen(or tame them for that matter) to bring them over to extract. currently you can still buy it, but its pointless to do so as the only use for it is to sell it -[[User:Chariot|Chariot]] 20:17, 5 March 2008 (EST)<br />
::That's what I thought. I'll add it to the article. [[User:Bouchart|Bouchart]] 20:23, 5 March 2008 (EST)<br />
<br />
== Size? ==<br />
<br />
No "size" specified in the file (creatures_standard). What does it default to, or where does that leave us/it? For combat, for bones, etc?--[[User:Albedo|Albedo]] 21:18, 13 September 2009 (UTC)<br />
:Noticed that too - already at it *slices* --[[User:Birthright|Birthright]] 23:09, 13 September 2009 (UTC)<br />
::done. boring. ;) --[[User:Birthright|Birthright]] 01:20, 15 September 2009 (UTC)<br />
<br />
:::The table should work fine with default settings, but whatever makes you happy.. --[[User:Birthright|Birthright]] 12:25, 15 September 2009 (UTC)<br />
<br />
::::I was killing some snakemen in Fort mode and I got some venom as a drop. ~[[User:lemonpieman|Lemonpieman]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Entity_token&diff=3702240d:Entity token2009-09-04T08:13:34Z<p>Lemonpieman: /* Gameplay */</p>
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<div>These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.<br />
<br />
<br />
== Gameplay ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| ADVENTURE_TIER<br />
| order<br />
| Allows adventure mode. Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively. It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order. So you should put a new adventure entity above the Dwarves. Not at the end of the file.<br />
[ADVENTURE_TIER:4]<br />
<br />
|-<br />
| INDIV_CONTROLLABLE<br />
| <br />
| Allows the "Play Now!" option adventure mode.<br />
<br />
|-<br />
| CIV_CONTROLLABLE<br />
| <br />
| Allows fortress mode.<br />
<br />
|-<br />
| CREATURE<br />
| creature<br />
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.<br />
[CREATURE:DWARF]<br />
<br />
|}<br />
<br />
== Placement ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| BIOME_SUPPORT<br />
|<br />
* biome<br />
* frequency<br />
| Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.<br />
[BIOME_SUPPORT:ANY_GRASSLAND:4]<br />
<br />
|-<br />
| START_BIOME<br />
| biome<br />
| Birth of the civilization can be performed on this biome.<br />
[START_BIOME:MOUNTAIN]<br />
<br />
|-<br />
| DEFAULT_SITE_TYPE<br />
| site type<br />
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN<br />
[DEFAULT_SITE_TYPE:CAVE_DETAILED]<br />
<br />
|-<br />
| LIKES_SITE<br />
| site type<br />
| Most residents will try to move to this site type, unless already at one.<br />
[LIKES_SITE:CAVE_DETAILED]<br />
<br />
|-<br />
| TOLERATES_SITE<br />
| site type<br />
| Some residents will try to move to this site type, unless already at one.<br />
[TOLERATES_SITE:CITY]<br />
<br />
|-<br />
| WORLD_CONSTRUCTION<br />
| construction<br />
| Controls which constructions the civ will build on the world map.<br />
[WORLD_CONSTRUCTION:BRIDGE]<br />
<br />
|}<br />
<br />
<br />
== Population ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| START_GROUP_NUMBER<br />
| number<br />
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population. (Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values.)<br />
[START_GROUP_NUMBER:10]<br />
<br />
|-<br />
| MAX_POP_NUMBER<br />
| number<br />
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.<br />
[MAX_POP_NUMBER:500]<br />
<br />
|-<br />
| MAX_SITE_POP_NUMBER<br />
| number <br />
| Max population per individual site.<br />
[MAX_SITE_POP_NUMBER:200]<br />
<br />
|-<br />
| MAX_STARTING_CIV_NUMBER<br />
| number<br />
| Max number of entities to spawn at world generation.<br />
[MAX_STARTING_CIV_NUMBER:3]<br />
<br />
|}<br />
<br />
== Flavor ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| PERMITTED_JOB<br />
| [[Profession tokens|profession]]<br />
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.<br />
[PERMITTED_JOB:MINER]<br />
<br />
|-<br />
| CURRENCY_BY_YEAR<br />
| <br />
| Causes the civ's currency to be numbered with the year it was minted.<br />
<br />
|-<br />
| CURRENCY<br />
|<br />
* metal token<br />
* value<br />
| What kind of metals the civ uses for coin minting as well as the value of the coin.<br />
[CURRENCY:SILVER:5]<br />
<br />
|-<br />
| ART_FACET_MODIFIER<br />
|<br />
* type<br />
* number<br />
| OWN_RACE, FANCIFUL, EVIL, GOOD<br />
Number goes from 0 to 25600 where 256 is the default.<br />
[ART_FACET_MODIFIER:OWN_RACE:512]<br />
<br />
|-<br />
| ART_IMAGE_ELEMENT_MODIFIER<br />
|<br />
* item<br />
* number<br />
| CREATURE, PLANT, TREE, SHAPE, ITEM<br />
0-25600<br />
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.<br />
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]<br />
<br />
|-<br />
| ITEM_IMPROVEMENT_MODIFIER<br />
|<br />
* item<br />
* number<br />
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600<br />
Determines the chance of the entity using that particular artwork method, such as "menaces with rings of spikes".<br />
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]<br />
<br />
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.<br />
<br />
|-<br />
| TRANSLATION<br />
| language<br />
| What language raw the entity uses.<br />
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.<br />
[TRANSLATION:DWARF]<br />
<br />
|-<br />
| CULL_SYMBOL<br />
|<br />
* noun<br />
* symbol<br />
| ALL, CIV, SITE<br />
Causes the entity to not use the words in these SYM sets.<br />
[CULL_SYMBOL:ALL:UGLY]<br />
<br />
|-<br />
| SELECT_SYMBOL<br />
|<br />
* noun<br />
* symbol<br />
| Causes the entity to more often use these symbols in the particular SYM set.<br />
[SELECT_SYMBOL:ALL:PEACE]<br />
<br />
|-<br />
| FRIENDLY_COLOR<br />
| see [[color]]<br />
|<br />
The color of creatures currently in your group?<br />
[FRIENDLY_COLOR:1:0:1]<br />
<br />
|-<br />
| METAL_PREF<br />
|<br />
| Enables creatures of this entity to have a preference for one or more advanced metals.<br />
This also allows them to use stronger metals, such as steel. Currently only dwarves have this token.<br />
<br />
|-<br />
| STONE_PREF<br />
|<br />
| Enables creatures of this entity to have a preference for one or more stones.<br />
<br />
|-<br />
| WOOD_PREF<br />
|<br />
| Enables creatures of this entity to have a preference for one or more types of wood.<br />
<br />
|-<br />
| GEM_PREF<br />
|<br />
| Enables creatures of this entity to have a preference for one or more gems.<br />
<br />
|-<br />
| UNDEAD_CANDIDATE<br />
|<br />
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. <br />
Unknown if the tag does anything as of version 40d.<br />
<br />
|}<br />
<br />
== Religion ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| RELIGION<br />
| type<br />
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. <br />
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.<br />
<br />
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.<br />
<br />
[RELIGION:PANTHEON]<br />
<br />
|-<br />
| RELIGION_SPHERE<br />
| sphere<br />
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.<br />
[RELIGION_SPHERE:FORTRESSES]<br />
<br />
|-<br />
| SPHERE_ALIGNMENT<br />
|<br />
* type<br />
* number<br />
|<br />
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.<br />
[SPHERE_ALIGNMENT:TREES:512]<br />
<br />
|}<br />
<br />
== Leadership ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| CAN_HAVE_MILITARY_LEADER<br />
|<br />
| Allows the entity to have a military leader.<br />
<br />
|-<br />
| CAN_HAVE_MILITARY_SITE_LEADER<br />
|<br />
| Allow the entity to have military minor leaders.<br />
<br />
|-<br />
| LEADER_TYPE<br />
| [[Profession tokens|profession]]<br />
| Makes the leader of the civ this profession, uses tileset professions. <br />
[LEADER_TYPE:MASTER_THIEF]<br />
<br />
|-<br />
| SITE_LEADER_TYPE<br />
| [[Profession tokens|profession]]<br />
| Makes the minor leaders this profession, uses tileset professions.<br />
[SITE_LEADER_TYPE:MASTER_THIEF]<br />
<br />
|-<br />
| MAYOR<br />
|<br />
| Settlements have a mayor.<br />
<br />
|}<br />
<br />
== Behavior ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| [[ETHIC]]<br />
| <br />
*behavior<br />
*reaction<br />
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.<br />
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]<br />
<br />
|-<br />
| WILL_ACCEPT_TRIBUTE<br />
| <br />
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?<br />
<br />
|-<br />
| WANDERER, BEAST_HUNTER, SCOUT<br />
| <br />
| The civ will send out these sorts of adventurers in worldgen.<br />
<br />
|-<br />
| ABUSE_BODIES<br />
| <br />
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.<br />
<br />
|-<br />
| ACTIVE_SEASON<br />
| season<br />
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. <br />
[ACTIVE_SEASON:AUTUMN]<br />
<br />
|-<br />
| AMBUSHER<br />
| <br />
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.<br />
<br />
|-<br />
| AT_PEACE_WITH_WILDLIFE<br />
|<br />
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.<br />
<br />
|-<br />
| BABYSNATCHER<br />
|<br />
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.<br />
<br />
|-<br />
| DIPLOMAT<br />
|<br />
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.<br />
<br />
|-<br />
| DIPLOMAT_BODYGUARDS<br />
|<br />
| Diplomats have bodyguards.<br />
<br />
|-<br />
| ENTITY_GROUPING<br />
| alignment (obsolete)<br />
| FRIENDLY, EVIL, or NUISANCE<br />
[ENTITY_GROUPING:FRIENDLY]<br />
<br />
|-<br />
| INVADERS_IGNORE_NEUTRALS<br />
|<br />
|<br />
<br />
|-<br />
| ITEM_THIEF<br />
|<br />
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home.<br />
<br />
|-<br />
| MERCHANT_BODYGUARDS<br />
|<br />
| Merchants have bodyguards.<br />
<br />
|-<br />
| MERCHANT_NOBILITY<br />
|<br />
| Civ has a merchant prince.<br />
<br />
|-<br />
| PROGRESS_TRIGGER_POPULATION<br />
| level<br />
| 0 to 5, civ will come to site once population at site has reached that level<br />
<br />
|-<br />
| PROGRESS_TRIGGER_PRODUCTION<br />
| level<br />
| 0 to 5, civ will come to site once created wealth has reached that level<br />
<br />
|-<br />
| PROGRESS_TRIGGER_TRADE<br />
| level<br />
| 0 to 5, civ will come to site once exported goods has reached that level<br />
<br />
|-<br />
| SIEGER<br />
|<br />
| Allows the entity to invade your fortress if angered, causing a [[siege]] event. <br />
<br />
|-<br />
| SKULKING<br />
|<br />
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.<br />
<br />
|-<br />
| TREE_CAP_DIPLOMACY<br />
|<br />
| Makes the entity angry if you cut down too many trees. They will send a warning first.<br />
<br />
|}<br />
<br />
== Items and Animals Used ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| AMMO<br />
| item token<br />
| <br />
[AMMO:ITEM_AMMO_BOLTS]<br />
<br />
|-<br />
| ARMOR<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional.<br />
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]<br />
<br />
|-<br />
| DIGGER<br />
| item token<br />
| <br />
[DIGGER:ITEM_WEAPON_PICK]<br />
<br />
|-<br />
| GLOVES<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional.<br />
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]<br />
<br />
|-<br />
| HELM<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional.<br />
[HELM:ITEM_HELM_HELM:COMMON]<br />
<br />
|-<br />
| INSTRUMENT<br />
| item token<br />
| <br />
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]<br />
<br />
|-<br />
| PANTS<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional.<br />
[PANTS:ITEM_PANTS_PANTS:COMMON]<br />
<br />
|-<br />
| SHIELD<br />
| item token<br />
| <br />
[SHIELD:ITEM_SHIELD_SHIELD]<br />
<br />
|-<br />
| SHOES<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional.<br />
[SHOES:ITEM_SHOES_SHOES:COMMON]<br />
<br />
|-<br />
| SIEGEAMMO<br />
| item token<br />
| <br />
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]<br />
<br />
|-<br />
| TOY<br />
| item token<br />
| <br />
[TOY:ITEM_TOY_PUZZLEBOX]<br />
<br />
|-<br />
| TRAPCOMP<br />
| item token<br />
| <br />
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]<br />
<br />
|-<br />
| WEAPON<br />
| item token<br />
| <br />
[WEAPON:ITEM_WEAPON_AXE_BATTLE]<br />
<br />
|-<br />
| USE_ANIMAL_PRODUCTS<br />
|<br />
|<br />
<br />
|-<br />
| USE_ANY_PET_RACE<br />
| <br />
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.<br />
<br />
|-<br />
| USE_CAVE_ANIMALS<br />
|<br />
| If they don't have it, creatures with exclusively subterranean biomes are skipped.<br />
<br />
|-<br />
| USE_EVIL_ANIMALS<br />
|<br />
| Don't have it -> EVIL creatures skipped.<br />
<br />
|-<br />
| USE_EVIL_PLANTS<br />
|<br />
| As EVIL creatures for all uses of plants.<br />
<br />
|-<br />
| USE_EVIL_WOOD<br />
|<br />
| As EVIL creatures for all uses of wood.<br />
<br />
|-<br />
| USE_GOOD_ANIMALS<br />
|<br />
| Don't have it -> GOOD creatures skipped.<br />
<br />
|-<br />
| USE_GOOD_PLANTS<br />
|<br />
| As GOOD creatures for all uses of plants.<br />
<br />
|-<br />
| USE_GOOD_WOOD<br />
|<br />
| As GOOD creatures for all uses of wood.<br />
<br />
|-<br />
| USE_MISC_PROCESSED_WOOD_PRODUCTS<br />
|<br />
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.<br />
<br />
|-<br />
| COMMON_DOMESTIC_MOUNT<br />
|<br />
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.<br />
<br />
|-<br />
| COMMON_DOMESTIC_PACK<br />
|<br />
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.<br />
<br />
|-<br />
| COMMON_DOMESTIC_PET<br />
|<br />
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.<br />
<br />
|-<br />
| COMMON_DOMESTIC_PULL<br />
|<br />
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.<br />
<br />
|-<br />
| RIVER_PRODUCTS<br />
|<br />
| Allow civ to use river products in the goods it has available for trade.<br />
<br />
|-<br />
| OCEAN_PRODUCTS<br />
|<br />
| Allow civ to use ocean products in the goods it has available for trade.<br />
<br />
|-<br />
| INDOOR_FARMING<br />
| <br />
| Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.<br />
<br />
|-<br />
| OUTDOOR_FARMING<br />
|<br />
| Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.<br />
<br />
|-<br />
| CLOTHING<br />
|<br />
| Civ members will attempt to wear clothing.<br />
<br />
|-<br />
| SUBTERRANEAN_CLOTHING<br />
|<br />
| Will wear things made of spider silk and other subterranean materials. <br />
<br />
|-<br />
| EQUIPMENT_IMPROVEMENTS<br />
|<br />
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.<br />
<br />
|-<br />
| IMPROVED_BOWS<br />
|<br />
| Adds decorations to weapons generated for bowman and master bowman. An elf hack.<br />
<br />
|-<br />
| MINOR_METAL<br />
|<br />
| Has a preference for weak metals. (copper)<br />
<br />
|-<br />
| LOW_SKILL<br />
|<br />
| No longer used. Formerly used to keep kobolds under control. [v0.28.181.39f]<br />
<br />
|}<br />
<br />
[[Category:Modding]]<br />
[[Category:Tokens]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Waterfall&diff=4623540d Talk:Waterfall2009-07-22T00:48:22Z<p>Lemonpieman: </p>
<hr />
<div>"You can engineer an indoor waterfall to take advantage of the happiness it causes. You need three z-levels to do this. On the bottom is the reservoir of water. The middle layer is the screw pump and the meeting hall where your dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole though the ceiling of the meeting hall. Under this hole is a grate that connects to the reservoir."<br><br />
Wouldn't you need two [[screw pump]]s? --[[User:Gairabad|Gairabad]] 19:54, 28 November 2008 (EST)<br />
<br />
:You do. Since there are a whole lot more ways to engineer an indoor waterfall, and since this wiki generally tries to avoid telling players what exactly to build, I'll rewrite that. --[[User:Savok|Savok]] 20:39, 28 November 2008 (EST)<br />
<br />
Put the guide to making waterfalls back in, many people including myself are absolutely clueless and need something to work with.<br />
<br />
==Engineering Methods==<br />
<br />
I think this article is doing a disservice. The wiki certainly does mention engineering methods and tips in many places (such as the excellent screwpump article.) It might be warranted noting things like what causes the happiness, for example - do you need to engineer it so that they merely see it, or must they walk through the mist? If the latter, is there a risk of flooding your fortress by building rooms exposed to the interior of an outdoor waterfall, and so on. The article as written is a bit barren. [[User:Lastofthelight|Lastofthelight]] 04:12, 11 January 2009 (EST)<br />
:I wondered the same thing, so I set one up. Dwarfs seeing a waterfall has no effect. They have to go through a tile with mist on it.--[[User:Kwieland|Kwieland]] 17:01, 16 February 2009 (EST)<br />
<br />
==water splashing/spreading==<br />
<br />
I just opened a floodgate to a river that drops the water through the ceiling of my dining hall and into a 1 z-level deep channel in the middle of the room, which then goes into a tunnel then a channel outside. the channel was 1x3 with ramps around it, but the water still appeared to splash out...I have 1/7 water over half the dining hall. Is the assertion about water falling straight down correct in the article? the channel is not full--I'm pretty sure it didn't hit 7/7 at all. The water is flowing very fast, so is it possible the water plummeting through my dining hall is spreading out because it is briefly 3/7 or something in mid air? --[[User:Freshyq314|Freshyq314]] 23:29, 4 February 2009 (EST)<br />
<br />
Also, my "divert an infinite water source through my dining hall" really sounds like [[fun]]... I still don't know a good way for my channel to get the water off the map. I'd like to not flood the entire lowlands, where all my trees are. Right now my channel goes to within a square of the map edge, but can't dig out that last bit, and I can't put constructions nearer than ~10 squares to the edge, so no pumping it out. Any thoughts? --[[User:Freshyq314|Freshyq314]] 23:29, 4 February 2009 (EST)<br />
<br />
:Tunnel out to the last tile, then smooth and carve fortifications in the last, I think. [[User:Decius|Decius]] 15:14, 7 July 2009 (UTC)<br />
<br />
:I have observed the same as of 40d. Water falling 3 z levels can "land" over a 9x9 square. Nice to know after the fact when you've started flooding your fortress, eh!<br />
<br />
::lead the water to the river tiles on the map's edge where its water disappears - these are magic tiles that let water disappear - if you dont feed in too much water it will work --[[User:Birthright|Birthright]] 23:08, 11 July 2009 (UTC)<br />
<br />
==quality==<br />
Do waterfalls have quality levels like wells? --[[User:Höhlenschreck|Höhlenschreck]] 18:46, 19 June 2009 (UTC)<br />
:A waterfall is sort of a meta-construction. It isn't a single constructed object like a well. The individual parts of the waterfall can have quality levels (like the floor grates the water falls through.) I do not imagine that those quality levels impact the happiness imparted by the mist, but dwarves could certainly admire the nice grates as they walk by. --[[User:Masennus|Masennus]] 23:12, 6 July 2009 (UTC)</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=Utility_Talk:Creature_Modding_Gui&diff=49802Utility Talk:Creature Modding Gui2009-06-19T21:05:51Z<p>Lemonpieman: </p>
<hr />
<div>==Whatever happened to it?==<br />
<br />
Whatever happened to this project?</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=Utility_Talk:Creature_Modding_Gui&diff=49801Utility Talk:Creature Modding Gui2009-06-19T21:05:26Z<p>Lemonpieman: Created page with 'Whatever happened to this project?'</p>
<hr />
<div>Whatever happened to this project?</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=Utility:Creature_Modding_Gui&diff=49800Utility:Creature Modding Gui2009-06-19T21:05:04Z<p>Lemonpieman: Created page with 'http://www.bay12games.com/forum/index.php?topic=21045.0'</p>
<hr />
<div>http://www.bay12games.com/forum/index.php?topic=21045.0</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=User:Deon&diff=43616User:Deon2009-06-19T20:01:04Z<p>Lemonpieman: /* Game Modifications */</p>
<hr />
<div>= Greetings =<br />
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.<br />
They may be useful for someone.<br />
I don't have a time for now to organize them but I hope they are understandable.<br />
<br />
= Guides =<br />
<br />
== What is a tileset and how the graphics are determined? ==<br />
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109<br />
<br />
== Essential tags of a creature ==<br />
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768<br />
<br />
= Game Modifications =<br />
<br />
[http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]<br />
<br />
[http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]<br />
<br />
=How to=<br />
<br />
==How to add a new creature==<br />
<br />
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.<br />
Note that even if the creature was designed right it won't appear in your world until you generate a new one.<br />
<br />
I want to make a tripod creature.<br />
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.<br />
<br />
===Adding the body===<br />
<br />
'''Body template'''<br />
<br />
File with a name body_template.txt<br />
<br />
body_template<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:BODY1]<br />
[BP:BP1:bodypart1]<br />
[BP:BP2:bodypart2]<br />
[BP:BP3:bodypart3]<br />
<br />
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.<br />
Make a body_tripod.txt text file in your /raw/objects folder.<br />
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.<br />
<br />
So now we have<br />
<br />
creature_tripod<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TRIPOD]<br />
<br />
Now we want to start to build the body structure.<br />
The main rule here is that if some bodypart was connected to another it should be listed after that.<br />
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.<br />
<br />
So we will start with the main "carrier" - upper body, other parts are connected to it or to other parts which are connected to it.<br />
[BP:UB:upper body][UPPERBODY]<br />
* "BP" here indicates that it is a part of the announced BODY structure (TRIPOD).<br />
* "UB" is a unique (inside this creature) identintificator.<br />
* "upper body" is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be "cloven asunder" etc.<br />
<br />
[BP:LB:lower body][CONTYPE:UPPERBODY][LOWERBODY]<br />
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the "UPPERBODY" token. Surprisingly it's UB (upper body) :).<br />
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).<br />
<br />
Let's add a front leg.<br />
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]<br />
<br />
BP, FL, "front leg", CONTYPE are the same things as before. However there're 2 new tokens.<br />
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.<br />
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.<br />
<br />
Two rear legs are added the same way, but they're connected to the lower body. <br />
[BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]<br />
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]<br />
"Right" and "left" tokens do not require any special explanation.<br />
<br />
Now we want a tail which can be used as a tentacle to wrestle and grab things.<br />
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]<br />
* Here goes the "GRASP" token, it allows creatures to pick up items and grab bodyparts.<br />
<br />
So now we have.<br />
<br />
creature_tripod<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TRIPOD]<br />
[BP:UB:upper body][UPPERBODY][LOWERBODY]<br />
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]<br />
[BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]<br />
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]<br />
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]<br />
<br />
Is it all right? No! We forgot the head-arm with a single eye.<br />
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.<br />
<br />
Simply BODYGLOSS just renames the things while leaving the contents unharmed.<br />
Let's use a bit of imagination here.<br />
We already have a head on other creatures and a single eye from cyclops.<br />
<br />
Bodygloss syntax is:<br />
[BODYGLOSS:ID:original:new]<br />
Where "ID" = unique identificator, "original" = the original name and the "new" is the name which replaces the original one.<br />
So you use the already present bodypart but add a bodygloss reference after that to rename it while leaving it's functions. I'll show you.<br />
<br />
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.<br />
[BODY:HEAD_3FINGERS]<br />
[BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.<br />
<br />
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to "eye on the palm"<br />
[BODYGLOSS:HEAD_PALM:head:head-palm]<br />
[BODYGLOSS:EYE_PALM:eye:eye on the palm]<br />
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.<br />
<br />
The full content of our new body file is.<br />
creature_tripod<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TRIPOD]<br />
[BP:UB:upper body][UPPERBODY][LOWERBODY]<br />
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]<br />
[BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]<br />
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]<br />
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]<br />
<br />
[BODY:HEAD_3FINGERS]<br />
[BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
<br />
[BODYGLOSS:HEAD_PALM:head:head-palm]<br />
<br />
[BODYGLOSS:EYE_PALM:eye:eye on the palm]<br />
<br />
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.<br />
<br />
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:<contents>]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.<br />
<br />
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.<br />
<br />
So a bit later we will have to put the full body in the creature information like this:<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.<br />
<br />
The bodyglosses in creature raws are listed in 1 token and divided by ":" symbols.<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
<br />
===Adding the creature===<br />
<br />
'''Creature template'''<br />
<br />
File with a name creature_template.txt<br />
<br />
creature_template<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:CREATURE1]<br />
[NAME:creature:creatures:creature]<br />
[TILE:'C'][COLOR:1:0:1]<br />
[PREFSTRING:prefstring]<br />
<br />
At first we should make a file. Let's call it "creature_tripod.txt". According to the syntax it should have the 1st string "creature_tripod" and then "[OBJECT:CREATURE]".<br />
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.<br />
<br />
creature_tripod<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:TRIPOD]<br />
[NAME:tripod:tripods:tripod]<br />
[TILE:'t'][COLOR:2:0:1]<br />
[PREFSTRING:three legs]<br />
[PREFSTRING:tentacle-tail]<br />
I changed the tile and the [[Color|color]] (it will be displayed as a green "t" now).<br />
Perfstring determines verbal characteristics of the creature, it's used for situations like "Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.<br />
<br />
Now we want it to have a specific body. I already showed the right syntax and content in the "making the body" section so it will have (considering bodyglosses):<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
<br />
But the creature has no attacks. It will "push" it's victims which is not effective at all.<br />
Let's add a few attack moves.<br />
[ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]<br />
[ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]<br />
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]<br />
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id "TAILT" (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the "with it's tail tentacle" string.<br />
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.<br />
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the "STANCE".<br />
<br />
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)<br />
[SIZE:10]<br />
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.<br />
[SWIMS_LEARNED][SWIMSPEED:2500]<br />
<br />
So now we have the file creature_tripod.txt with the following contents:<br />
creature_tripod<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:TRIPOD]<br />
[NAME:tripod:tripods:tripod]<br />
[TILE:'t'][COLOR:2:0:1]<br />
[PREFSTRING:three legs]<br />
[PREFSTRING:tentacle-tail]<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
[ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]<br />
[ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]<br />
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]<br />
[SWIMS_LEARNED][SWIMSPEED:2500]<br />
<br />
But we need to do more to actually see the creature in game.<br />
* We need to add biomes information (where the creature dwells).<br />
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)<br />
<br />
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].<br />
I want tripods to live in all swamps and marshes, this I add<br />
[BIOME:ANY_WETLAND]<br />
I want it to travel in loose clusters of 4-8.<br />
[CLUSTER_SIZE:4:8]<br />
[LOOSE_CLUSTERS]<br />
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.<br />
[LARGE_ROAMING]<br />
[LARGE_PREDATOR]<br />
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).<br />
[POPULATION_NUMBER:8:16]<br />
<br />
Let's add a few more "reasonable" tokens to make it more real.<br />
[MAXAGE:40:50]<br />
[DIURNAL]<br />
[FAT:2]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.<br />
<br />
Now we have the finished creature file: creature_tripod.txt<br />
<br />
creature_tripod<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:TRIPOD]<br />
[NAME:tripod:tripods:tripod]<br />
[TILE:'t'][COLOR:2:0:1]<br />
[PREFSTRING:three legs]<br />
[PREFSTRING:tentacle-tail]<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
[ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]<br />
[ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]<br />
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]<br />
[SWIMS_LEARNED][SWIMSPEED:2500]<br />
[BIOME:ANY_WETLAND]<br />
[CLUSTER_SIZE:4:8]<br />
[LOOSE_CLUSTERS]<br />
[LARGE_ROAMING]<br />
[LARGE_PREDATOR]<br />
[MAXAGE:40:50]<br />
[DIURNAL]<br />
[FAT:2]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
<br />
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=User:Deon&diff=43615User:Deon2009-06-19T19:58:44Z<p>Lemonpieman: </p>
<hr />
<div>= Greetings =<br />
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.<br />
They may be useful for someone.<br />
I don't have a time for now to organize them but I hope they are understandable.<br />
<br />
= Guides =<br />
<br />
== What is a tileset and how the graphics are determined? ==<br />
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109<br />
<br />
== Essential tags of a creature ==<br />
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768<br />
<br />
= Game Modifications =<br />
<br />
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]<br />
<br />
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]<br />
<br />
=How to=<br />
<br />
==How to add a new creature==<br />
<br />
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.<br />
Note that even if the creature was designed right it won't appear in your world until you generate a new one.<br />
<br />
I want to make a tripod creature.<br />
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.<br />
<br />
===Adding the body===<br />
<br />
'''Body template'''<br />
<br />
File with a name body_template.txt<br />
<br />
body_template<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:BODY1]<br />
[BP:BP1:bodypart1]<br />
[BP:BP2:bodypart2]<br />
[BP:BP3:bodypart3]<br />
<br />
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.<br />
Make a body_tripod.txt text file in your /raw/objects folder.<br />
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.<br />
<br />
So now we have<br />
<br />
creature_tripod<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TRIPOD]<br />
<br />
Now we want to start to build the body structure.<br />
The main rule here is that if some bodypart was connected to another it should be listed after that.<br />
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.<br />
<br />
So we will start with the main "carrier" - upper body, other parts are connected to it or to other parts which are connected to it.<br />
[BP:UB:upper body][UPPERBODY]<br />
* "BP" here indicates that it is a part of the announced BODY structure (TRIPOD).<br />
* "UB" is a unique (inside this creature) identintificator.<br />
* "upper body" is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be "cloven asunder" etc.<br />
<br />
[BP:LB:lower body][CONTYPE:UPPERBODY][LOWERBODY]<br />
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the "UPPERBODY" token. Surprisingly it's UB (upper body) :).<br />
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).<br />
<br />
Let's add a front leg.<br />
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]<br />
<br />
BP, FL, "front leg", CONTYPE are the same things as before. However there're 2 new tokens.<br />
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.<br />
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.<br />
<br />
Two rear legs are added the same way, but they're connected to the lower body. <br />
[BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]<br />
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]<br />
"Right" and "left" tokens do not require any special explanation.<br />
<br />
Now we want a tail which can be used as a tentacle to wrestle and grab things.<br />
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]<br />
* Here goes the "GRASP" token, it allows creatures to pick up items and grab bodyparts.<br />
<br />
So now we have.<br />
<br />
creature_tripod<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TRIPOD]<br />
[BP:UB:upper body][UPPERBODY][LOWERBODY]<br />
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]<br />
[BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]<br />
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]<br />
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]<br />
<br />
Is it all right? No! We forgot the head-arm with a single eye.<br />
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.<br />
<br />
Simply BODYGLOSS just renames the things while leaving the contents unharmed.<br />
Let's use a bit of imagination here.<br />
We already have a head on other creatures and a single eye from cyclops.<br />
<br />
Bodygloss syntax is:<br />
[BODYGLOSS:ID:original:new]<br />
Where "ID" = unique identificator, "original" = the original name and the "new" is the name which replaces the original one.<br />
So you use the already present bodypart but add a bodygloss reference after that to rename it while leaving it's functions. I'll show you.<br />
<br />
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.<br />
[BODY:HEAD_3FINGERS]<br />
[BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.<br />
<br />
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to "eye on the palm"<br />
[BODYGLOSS:HEAD_PALM:head:head-palm]<br />
[BODYGLOSS:EYE_PALM:eye:eye on the palm]<br />
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.<br />
<br />
The full content of our new body file is.<br />
creature_tripod<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TRIPOD]<br />
[BP:UB:upper body][UPPERBODY][LOWERBODY]<br />
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]<br />
[BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]<br />
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]<br />
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]<br />
<br />
[BODY:HEAD_3FINGERS]<br />
[BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
[BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]<br />
<br />
[BODYGLOSS:HEAD_PALM:head:head-palm]<br />
<br />
[BODYGLOSS:EYE_PALM:eye:eye on the palm]<br />
<br />
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.<br />
<br />
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:<contents>]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.<br />
<br />
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.<br />
<br />
So a bit later we will have to put the full body in the creature information like this:<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.<br />
<br />
The bodyglosses in creature raws are listed in 1 token and divided by ":" symbols.<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
<br />
===Adding the creature===<br />
<br />
'''Creature template'''<br />
<br />
File with a name creature_template.txt<br />
<br />
creature_template<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:CREATURE1]<br />
[NAME:creature:creatures:creature]<br />
[TILE:'C'][COLOR:1:0:1]<br />
[PREFSTRING:prefstring]<br />
<br />
At first we should make a file. Let's call it "creature_tripod.txt". According to the syntax it should have the 1st string "creature_tripod" and then "[OBJECT:CREATURE]".<br />
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.<br />
<br />
creature_tripod<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:TRIPOD]<br />
[NAME:tripod:tripods:tripod]<br />
[TILE:'t'][COLOR:2:0:1]<br />
[PREFSTRING:three legs]<br />
[PREFSTRING:tentacle-tail]<br />
I changed the tile and the [[Color|color]] (it will be displayed as a green "t" now).<br />
Perfstring determines verbal characteristics of the creature, it's used for situations like "Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.<br />
<br />
Now we want it to have a specific body. I already showed the right syntax and content in the "making the body" section so it will have (considering bodyglosses):<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
<br />
But the creature has no attacks. It will "push" it's victims which is not effective at all.<br />
Let's add a few attack moves.<br />
[ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]<br />
[ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]<br />
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]<br />
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id "TAILT" (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the "with it's tail tentacle" string.<br />
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.<br />
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the "STANCE".<br />
<br />
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)<br />
[SIZE:10]<br />
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.<br />
[SWIMS_LEARNED][SWIMSPEED:2500]<br />
<br />
So now we have the file creature_tripod.txt with the following contents:<br />
creature_tripod<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:TRIPOD]<br />
[NAME:tripod:tripods:tripod]<br />
[TILE:'t'][COLOR:2:0:1]<br />
[PREFSTRING:three legs]<br />
[PREFSTRING:tentacle-tail]<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
[ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]<br />
[ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]<br />
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]<br />
[SWIMS_LEARNED][SWIMSPEED:2500]<br />
<br />
But we need to do more to actually see the creature in game.<br />
* We need to add biomes information (where the creature dwells).<br />
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)<br />
<br />
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].<br />
I want tripods to live in all swamps and marshes, this I add<br />
[BIOME:ANY_WETLAND]<br />
I want it to travel in loose clusters of 4-8.<br />
[CLUSTER_SIZE:4:8]<br />
[LOOSE_CLUSTERS]<br />
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.<br />
[LARGE_ROAMING]<br />
[LARGE_PREDATOR]<br />
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).<br />
[POPULATION_NUMBER:8:16]<br />
<br />
Let's add a few more "reasonable" tokens to make it more real.<br />
[MAXAGE:40:50]<br />
[DIURNAL]<br />
[FAT:2]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.<br />
<br />
Now we have the finished creature file: creature_tripod.txt<br />
<br />
creature_tripod<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:TRIPOD]<br />
[NAME:tripod:tripods:tripod]<br />
[TILE:'t'][COLOR:2:0:1]<br />
[PREFSTRING:three legs]<br />
[PREFSTRING:tentacle-tail]<br />
[BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]<br />
[BODYGLOSS:HEAD_PALM:EYE_PALM]<br />
[ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]<br />
[ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]<br />
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]<br />
[SWIMS_LEARNED][SWIMSPEED:2500]<br />
[BIOME:ANY_WETLAND]<br />
[CLUSTER_SIZE:4:8]<br />
[LOOSE_CLUSTERS]<br />
[LARGE_ROAMING]<br />
[LARGE_PREDATOR]<br />
[MAXAGE:40:50]<br />
[DIURNAL]<br />
[FAT:2]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
<br />
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Catsplosion&diff=4375640d:Catsplosion2009-05-13T12:05:36Z<p>Lemonpieman: </p>
<hr />
<div>[[Category:D for Dwarf]]{{D for Dwarf}}<br />
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome. Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.<br />
<br />
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.<br />
<br />
== Conventional catsplosion ==<br />
<br />
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress. Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms. Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.<br />
<br />
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as "Cuddly Wuddly Syndrome". Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage. The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his "bewuv'ed cuddlebug". Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.<br />
<br />
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones. [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures. Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their "pets".<br />
<br />
=== Dealing with Conventional catsplosion ===<br />
==== Part 1: Keeping "Cuddly Wuddly Syndrome" (CWS) under control ====<br />
One word : [[cage]]<br />
<br />
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet. Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it. If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become "pets". From then on, the moment you get<br />
an announcement that says "(SomePetName), Cat (Tame) has given birth to kitten(s)", quickly assign all new kittens to the cage. If they stay in the cage, they cannot mind control your dwarves.<br />
<br />
==== Part 2: Getting rid of the unwanted cats ====<br />
The options are as follows:<br />
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short. It is highly recommended that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.<br />
* [[Trading]]. This is the only 100% safe way to get rid of stray cats in a cage. When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile. Then set the cat cage for trading at the depot to move it there. Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.<br />
* [[Trap#Other_traps|Execution Traps]]. Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.<br />
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already "pet" cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.<br />
* [[Modding]]. See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.<br />
<br />
== Thermonuclear catsplosion ==<br />
<br />
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat. A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature to the cats' homeothermy in the amount of 40000 degrees Urist&mdash;30032 degrees Fahrenheit, 16666&#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&mdash;which is equivalent to over three times the surface temperature of the sun.<br />
<br />
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion. Their findings have been released to the public as part of the Shockingly Awesome campaign.<br />
<br />
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]<br />
<br />
[http://www.youtube.com/watch?v=NUK2dPii154 Aftermath]<br />
<br />
=== Inserting the detonator ===<br />
<br />
''This information brought to you by the Elven Al Qaeda through the Al Ja'treera network.''<br />
<br />
The detonation trigger can be inserted via a gene editor into cats (their genetic structures being specified in ''creature_domestic.txt'' in the [[raw file|raw object data]]) as follows:<br />
<br />
''Replace:''<br />
[HOMEOTHERM:10070]<br />
''With:''<br />
[HOMEOTHERM:40000][SEVERONBREAKS]<br />
<br />
Do not worry about being required to generate a new world. All you need to do is save the game, insert the detonator, and reload. All cats will then detonate, causing much mayhem in the dwarven fortress! You may then repeat the process to remove the detonator, avoiding further suspicion!<br />
<br />
''Nature is great!''<br />
<br />
== Differences between catsplosions ==<br />
<br />
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor. Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Catsplosion&diff=4375540d:Catsplosion2009-05-13T05:42:27Z<p>Lemonpieman: /* Thermonuclear catsplosion */</p>
<hr />
<div>[[Category:D for Dwarf]]{{D for Dwarf}}<br />
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome. Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.<br />
<br />
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.<br />
<br />
== Conventional catsplosion ==<br />
<br />
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress. Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms. Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.<br />
<br />
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as "Cuddly Wuddly Syndrome". Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage. The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his "bewuv'ed cuddlebug". Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.<br />
<br />
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones. [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures. Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their "pets".<br />
<br />
=== Dealing with Conventional catsplosion ===<br />
==== Part 1: Keeping "Cuddly Wuddly Syndrome" (CWS) under control ====<br />
One word : [[cage]]<br />
<br />
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet. Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it. If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become "pets". From then on, the moment you get<br />
an announcement that says "(SomePetName), Cat (Tame) has given birth to kitten(s)", quickly assign all new kittens to the cage. If they stay in the cage, they cannot mind control your dwarves.<br />
<br />
==== Part 2: Getting rid of the unwanted cats ====<br />
The options are as follows:<br />
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short. It is highly recommended that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.<br />
* [[Trading]]. This is the only 100% safe way to get rid of stray cats in a cage. When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile. Then set the cat cage for trading at the depot to move it there. Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.<br />
* [[Trap#Other_traps|Execution Traps]]. Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.<br />
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already "pet" cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.<br />
* [[Modding]]. See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.<br />
<br />
== Thermonuclear catsplosion ==<br />
<br />
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat. A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature to the cats' homeothermy in the amount of 40000 degrees Urist&mdash;30032 degrees Fahrenheit, 16666&#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&mdash;which is equivalent to over three times the surface temperature of the sun.<br />
<br />
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion. Their findings have been released to the public as part of the Shockingly Awesome campaign.<br />
<br />
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]<br />
<br />
[http://www.youtube.com/watch?v=NUK2dPii154 Aftermath (with a special piano piece played by a cat)]<br />
<br />
=== Inserting the detonator ===<br />
<br />
''This information brought to you by the Elven Al Qaeda through the Al Ja'treera network.''<br />
<br />
The detonation trigger can be inserted via a gene editor into cats (their genetic structures being specified in ''creature_domestic.txt'' in the [[raw file|raw object data]]) as follows:<br />
<br />
''Replace:''<br />
[HOMEOTHERM:10070]<br />
''With:''<br />
[HOMEOTHERM:40000][SEVERONBREAKS]<br />
<br />
Do not worry about being required to generate a new world. All you need to do is save the game, insert the detonator, and reload. All cats will then detonate, causing much mayhem in the dwarven fortress! You may then repeat the process to remove the detonator, avoiding further suspicion!<br />
<br />
''Nature is great!''<br />
<br />
== Differences between catsplosions ==<br />
<br />
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor. Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Catsplosion&diff=4375440d:Catsplosion2009-05-13T05:42:01Z<p>Lemonpieman: /* Thermonuclear catsplosion */</p>
<hr />
<div>[[Category:D for Dwarf]]{{D for Dwarf}}<br />
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome. Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.<br />
<br />
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.<br />
<br />
== Conventional catsplosion ==<br />
<br />
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress. Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms. Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.<br />
<br />
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as "Cuddly Wuddly Syndrome". Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage. The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his "bewuv'ed cuddlebug". Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.<br />
<br />
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones. [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures. Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their "pets".<br />
<br />
=== Dealing with Conventional catsplosion ===<br />
==== Part 1: Keeping "Cuddly Wuddly Syndrome" (CWS) under control ====<br />
One word : [[cage]]<br />
<br />
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet. Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it. If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become "pets". From then on, the moment you get<br />
an announcement that says "(SomePetName), Cat (Tame) has given birth to kitten(s)", quickly assign all new kittens to the cage. If they stay in the cage, they cannot mind control your dwarves.<br />
<br />
==== Part 2: Getting rid of the unwanted cats ====<br />
The options are as follows:<br />
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short. It is highly recommended that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.<br />
* [[Trading]]. This is the only 100% safe way to get rid of stray cats in a cage. When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile. Then set the cat cage for trading at the depot to move it there. Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.<br />
* [[Trap#Other_traps|Execution Traps]]. Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.<br />
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already "pet" cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.<br />
* [[Modding]]. See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.<br />
<br />
== Thermonuclear catsplosion ==<br />
<br />
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat. A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature to the cats' homeothermy in the amount of 40000 degrees Urist&mdash;30032 degrees Fahrenheit, 16666&#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&mdash;which is equivalent to over three times the surface temperature of the sun.<br />
<br />
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion. Their findings have been released to the public as part of the Shockingly Awesome campaign.<br />
<br />
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]<br />
<br />
[http://www.youtube.com/watch?v=NUK2dPii154 Aftermath (with a special piano piece played by the trigger!!)]<br />
<br />
=== Inserting the detonator ===<br />
<br />
''This information brought to you by the Elven Al Qaeda through the Al Ja'treera network.''<br />
<br />
The detonation trigger can be inserted via a gene editor into cats (their genetic structures being specified in ''creature_domestic.txt'' in the [[raw file|raw object data]]) as follows:<br />
<br />
''Replace:''<br />
[HOMEOTHERM:10070]<br />
''With:''<br />
[HOMEOTHERM:40000][SEVERONBREAKS]<br />
<br />
Do not worry about being required to generate a new world. All you need to do is save the game, insert the detonator, and reload. All cats will then detonate, causing much mayhem in the dwarven fortress! You may then repeat the process to remove the detonator, avoiding further suspicion!<br />
<br />
''Nature is great!''<br />
<br />
== Differences between catsplosions ==<br />
<br />
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor. Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Catsplosion&diff=4375340d:Catsplosion2009-05-13T05:41:45Z<p>Lemonpieman: </p>
<hr />
<div>[[Category:D for Dwarf]]{{D for Dwarf}}<br />
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome. Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.<br />
<br />
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.<br />
<br />
== Conventional catsplosion ==<br />
<br />
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress. Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms. Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.<br />
<br />
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as "Cuddly Wuddly Syndrome". Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage. The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his "bewuv'ed cuddlebug". Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.<br />
<br />
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones. [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures. Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their "pets".<br />
<br />
=== Dealing with Conventional catsplosion ===<br />
==== Part 1: Keeping "Cuddly Wuddly Syndrome" (CWS) under control ====<br />
One word : [[cage]]<br />
<br />
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet. Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it. If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become "pets". From then on, the moment you get<br />
an announcement that says "(SomePetName), Cat (Tame) has given birth to kitten(s)", quickly assign all new kittens to the cage. If they stay in the cage, they cannot mind control your dwarves.<br />
<br />
==== Part 2: Getting rid of the unwanted cats ====<br />
The options are as follows:<br />
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short. It is highly recommended that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.<br />
* [[Trading]]. This is the only 100% safe way to get rid of stray cats in a cage. When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile. Then set the cat cage for trading at the depot to move it there. Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.<br />
* [[Trap#Other_traps|Execution Traps]]. Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.<br />
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already "pet" cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.<br />
* [[Modding]]. See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.<br />
<br />
== Thermonuclear catsplosion ==<br />
<br />
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat. A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature to the cats' homeothermy in the amount of 40000 degrees Urist&mdash;30032 degrees Fahrenheit, 16666&#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&mdash;which is equivalent to over three times the surface temperature of the sun.<br />
<br />
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion. Their findings have been released to the public as part of the Shockingly Awesome campaign.<br />
<br />
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]<br />
<br />
[http://www.youtube.com/watch?v=NUK2dPii154 Aftermath (with a special piano piece played by the trigger]<br />
<br />
=== Inserting the detonator ===<br />
<br />
''This information brought to you by the Elven Al Qaeda through the Al Ja'treera network.''<br />
<br />
The detonation trigger can be inserted via a gene editor into cats (their genetic structures being specified in ''creature_domestic.txt'' in the [[raw file|raw object data]]) as follows:<br />
<br />
''Replace:''<br />
[HOMEOTHERM:10070]<br />
''With:''<br />
[HOMEOTHERM:40000][SEVERONBREAKS]<br />
<br />
Do not worry about being required to generate a new world. All you need to do is save the game, insert the detonator, and reload. All cats will then detonate, causing much mayhem in the dwarven fortress! You may then repeat the process to remove the detonator, avoiding further suspicion!<br />
<br />
''Nature is great!''<br />
<br />
== Differences between catsplosions ==<br />
<br />
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor. Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_developer_interviews&diff=41878List of Dwarf Fortress developer interviews2009-05-04T04:35:45Z<p>Lemonpieman: </p>
<hr />
<div>==Developer Interviews==<br />
<br />
As Dwarf Fortress grows, more and more people are becoming interested in the behind-the-scenes workings of not only the game itself, but the lives and trails of the developers. Many websites now have interviews with Toady, providing unique insights into the design and development of the Dwarf Fortress game.<br />
<br />
===Interviews===<br />
<br />
[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php Gamasutra: The Making of Dwarf Fortress]<br />
<br />
[http://www.frontrowcrew.com/?p=491 GeekNights interview]<br />
<br />
[http://slangdesign.com/rppr/2008/05/interview/rppr-interview-with-tarn-adams-creator-of-dwarf-fortress/ Roleplaying Public Radio Audio Interview] - [[RPPR Transcript]]<br />
<br />
[http://darkdiamond.net/features/dark-diamond-interview-tarn-adams-technical-issues-editiondraft/ DarkDiamond 60 minutes interview]<br />
<br />
[[Category: Game development]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_developer_interviews&diff=41877List of Dwarf Fortress developer interviews2009-05-04T04:35:08Z<p>Lemonpieman: </p>
<hr />
<div>==Developer Interviews==<br />
<br />
As Dwarf Fortress grows, more and more people are becoming interested in the behind-the-scenes workings of not only the game itself, but the lives and trails of the developers. Many websites now have interviews with Toady, providing unique insights into the design and development of the Dwarf Fortress game.<br />
<br />
===Interviews===<br />
<br />
[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php Gamasutra: The Making of Dwarf Fortress]<br />
<br />
[http://www.frontrowcrew.com/?p=491 GeekNights interview]<br />
<br />
[http://slangdesign.com/rppr/2008/05/interview/rppr-interview-with-tarn-adams-creator-of-dwarf-fortress/ Roleplaying Public Radio Audio Interview] - [[RPPR Transcript]]<br />
<br />
[http://darkdiamond.net/features/dark-diamond-interview-tarn-adams-technical-issues-editiondraft]<br />
<br />
[[Category: Game development]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Current_events&diff=48764Dwarf Fortress Wiki:Current events2009-05-03T08:34:05Z<p>Lemonpieman: Created page with 'Absolutely nothing.'</p>
<hr />
<div>Absolutely nothing.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Utilities&diff=902740d:Utilities2009-05-03T08:33:29Z<p>Lemonpieman: /* 3Dwarf Visualizer */</p>
<hr />
<div>Here are third party applications developed for Dwarf Fortress.<br />
__TOC__<br />
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
== Movies, Screenshots, Map Files ==<br />
<br />
=== DF Map Compressor / DF Map Archive ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]<br />
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. Extract from the website :<br />
:"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===<br />
<br />
This is NOT realtime! Dwarvis has the ability to be realtime, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d. Still in beta, obviously.<br />
<br />
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===<br />
<br />
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.<br />
<br />
=== Terrain Visualizer ===<br />
<br />
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer. Nothing super fancy, but neat to look at.<br />
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.<br />
<br />
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!<br />
<br />
==Major Utilities==<br />
<br />
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===<br />
<br />
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.<br />
<br />
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===<br />
<br />
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.<br />
<br />
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).<br />
<br />
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.<br />
<br />
Source code is available.<br />
<br />
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.<br />
<pre><br />
check=032e4b67<br />
critter_start=01583224<br />
dwarfidpos=0138f690<br />
profession_start=0474<br />
</pre><br />
<br />
'''Note:''' A Dwarf Foreman-like utility, with an expanded feature set, is also available. See Dwarf Manager below.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===<br />
<br />
This is a MacOSX 10.5 port of Dwarf Foreman.<br />
<br />
Source code is available.<br />
<br />
Dwarf Fortress version: '''v0.28.181.40d'''<br />
<br />
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===<br />
<br />
A toolset with many modules for tweaking / editing Dwarf Fortress memory.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===<br />
<br />
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.<br />
<br />
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===<br />
<br />
Dwarf Manager is inspired by Dwarf Foreman and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.<br />
In addition the program can be customized and updated by editing the included .xml files.<br />
<br />
== Minor Utilities ==<br />
<br />
=== DF Log Parser ===<br />
<br />
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.<br />
<br />
You will see:<br />
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.<br />
A summary of every civ, by race<br />
A listing of every Ruin<br />
A listing of the total populations of cave critters<br />
A listing of the total populations of civilized creatures<br />
<br />
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl<br />
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===<br />
<br />
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.<br />
Enjoy!<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===<br />
<br />
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===<br />
<br />
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===<br />
<br />
You need this utility in the case that you used the reveal utility, and you had not yet discovered any subsurface magma. (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the utility every time you start dwarfort.exe.<br />
<br />
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.<br />
<br />
=== [http://www.geocities.com/jifodus/justdigitout.zip Just dig it out!] ===<br />
<br />
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]<br />
<br />
=== [http://www.geocities.com/jifodus/nanofortress.zip Nano Fortress] ===<br />
<br />
A utility that will allow embarks to 1x1 locations.<br />
<br />
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===<br />
<br />
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)<br />
<br />
Caveat: The teleport utility does not correctly set the occupancy flag for map squares. As a results, dwarves will permanently crawl through the square that you teleported them out of. In addition, you cannot build structures in those squares.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
Old version of reveal (a tool that reveals tiles of a map in fortress mode), with updated memory.ini file for version 0.28.181.40d. It does not require you to install anything (unlike the new version that can be found in Gibbed's Dwarf Fortress Tweak), just unzip both files and run reveal.exe while DF is running.<br />
To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal. Playing on revealed map might cause some bugs (like not being able to build magma buildings).<br />
<br />
== Miscellaneous ==<br />
<br />
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.<br />
<br />
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===<br />
<br />
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.<br />
<br />
=== [http://www.autohotkey.com/ AutoHotKey] ===<br />
<br />
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier. See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.<br />
<br />
=== [http://winmerge.org/ Winmerge] ===<br />
<br />
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..<br />
<br />
== Outdated Utilities ==<br />
<br />
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===<br />
<br />
An utility for automation of mass constructions. Features three modes:<br />
<br />
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:<br />
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])<br />
b) any material with at least 1/10/99 units<br />
<br />
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!<br />
<br />
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).<br />
<br />
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001847 Thread]<br />
<br />
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] ===<br />
<br />
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.<br />
<br />
=== [http://www.yourfilehost.com/media.php?cat=other&file=latitudes.zip Latitudes] ===<br />
<br />
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region. Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002191 proper support], this will do the trick. Works in .32a through at least .33g. Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.<br />
<br />
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===<br />
<br />
Another quick hack to make a 7/7 unit of lava on the currently selected square. Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].<br />
<br />
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===<br />
<br />
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.<br />
<br />
Check the thread on the forums for the latest download link. (Aug 01, 2008)<br />
<br />
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].<br />
<br />
=== [http://angband.org/~erasmus/df/water.exe Water] ===<br />
<br />
Quick hack to refill ponds. Run this while your fortress is up, and it'll restore any "murky pool" tiles (i.e. the floor of ponds and lakes) to 7/7 water. If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its "quick hack" status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.<br />
<br />
[[Category:Utilities| ]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Utilities&diff=902640d:Utilities2009-05-03T08:32:50Z<p>Lemonpieman: /* 3Dwarf Visualizer */</p>
<hr />
<div>Here are third party applications developed for Dwarf Fortress.<br />
__TOC__<br />
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
== Movies, Screenshots, Map Files ==<br />
<br />
=== DF Map Compressor / DF Map Archive ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]<br />
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. Extract from the website :<br />
:"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===<br />
<br />
This is NOT realtime, Dwarvis can do that, though 3Dwarf is much more recommended.. What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d. Still in beta, obviously.<br />
<br />
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===<br />
<br />
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.<br />
<br />
=== Terrain Visualizer ===<br />
<br />
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer. Nothing super fancy, but neat to look at.<br />
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.<br />
<br />
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!<br />
<br />
==Major Utilities==<br />
<br />
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===<br />
<br />
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.<br />
<br />
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===<br />
<br />
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.<br />
<br />
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).<br />
<br />
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.<br />
<br />
Source code is available.<br />
<br />
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.<br />
<pre><br />
check=032e4b67<br />
critter_start=01583224<br />
dwarfidpos=0138f690<br />
profession_start=0474<br />
</pre><br />
<br />
'''Note:''' A Dwarf Foreman-like utility, with an expanded feature set, is also available. See Dwarf Manager below.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===<br />
<br />
This is a MacOSX 10.5 port of Dwarf Foreman.<br />
<br />
Source code is available.<br />
<br />
Dwarf Fortress version: '''v0.28.181.40d'''<br />
<br />
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===<br />
<br />
A toolset with many modules for tweaking / editing Dwarf Fortress memory.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===<br />
<br />
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.<br />
<br />
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===<br />
<br />
Dwarf Manager is inspired by Dwarf Foreman and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.<br />
In addition the program can be customized and updated by editing the included .xml files.<br />
<br />
== Minor Utilities ==<br />
<br />
=== DF Log Parser ===<br />
<br />
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.<br />
<br />
You will see:<br />
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.<br />
A summary of every civ, by race<br />
A listing of every Ruin<br />
A listing of the total populations of cave critters<br />
A listing of the total populations of civilized creatures<br />
<br />
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl<br />
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===<br />
<br />
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.<br />
Enjoy!<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===<br />
<br />
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===<br />
<br />
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===<br />
<br />
You need this utility in the case that you used the reveal utility, and you had not yet discovered any subsurface magma. (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the utility every time you start dwarfort.exe.<br />
<br />
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.<br />
<br />
=== [http://www.geocities.com/jifodus/justdigitout.zip Just dig it out!] ===<br />
<br />
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]<br />
<br />
=== [http://www.geocities.com/jifodus/nanofortress.zip Nano Fortress] ===<br />
<br />
A utility that will allow embarks to 1x1 locations.<br />
<br />
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===<br />
<br />
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)<br />
<br />
Caveat: The teleport utility does not correctly set the occupancy flag for map squares. As a results, dwarves will permanently crawl through the square that you teleported them out of. In addition, you cannot build structures in those squares.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
Old version of reveal (a tool that reveals tiles of a map in fortress mode), with updated memory.ini file for version 0.28.181.40d. It does not require you to install anything (unlike the new version that can be found in Gibbed's Dwarf Fortress Tweak), just unzip both files and run reveal.exe while DF is running.<br />
To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal. Playing on revealed map might cause some bugs (like not being able to build magma buildings).<br />
<br />
== Miscellaneous ==<br />
<br />
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.<br />
<br />
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===<br />
<br />
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.<br />
<br />
=== [http://www.autohotkey.com/ AutoHotKey] ===<br />
<br />
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier. See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.<br />
<br />
=== [http://winmerge.org/ Winmerge] ===<br />
<br />
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..<br />
<br />
== Outdated Utilities ==<br />
<br />
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===<br />
<br />
An utility for automation of mass constructions. Features three modes:<br />
<br />
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:<br />
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])<br />
b) any material with at least 1/10/99 units<br />
<br />
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!<br />
<br />
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).<br />
<br />
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001847 Thread]<br />
<br />
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] ===<br />
<br />
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.<br />
<br />
=== [http://www.yourfilehost.com/media.php?cat=other&file=latitudes.zip Latitudes] ===<br />
<br />
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region. Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002191 proper support], this will do the trick. Works in .32a through at least .33g. Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.<br />
<br />
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===<br />
<br />
Another quick hack to make a 7/7 unit of lava on the currently selected square. Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].<br />
<br />
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===<br />
<br />
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.<br />
<br />
Check the thread on the forums for the latest download link. (Aug 01, 2008)<br />
<br />
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].<br />
<br />
=== [http://angband.org/~erasmus/df/water.exe Water] ===<br />
<br />
Quick hack to refill ponds. Run this while your fortress is up, and it'll restore any "murky pool" tiles (i.e. the floor of ponds and lakes) to 7/7 water. If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its "quick hack" status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.<br />
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[[Category:Utilities| ]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&diff=1981240d:Adventurer mode2009-04-28T00:06:19Z<p>Lemonpieman: /* Basic Needs */</p>
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<div>In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that sealed the fate of your [[fortress]].<br />
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The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.<br />
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== Your first adventure ==<br />
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=== Picking a race ===<br />
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.<br />
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=== Choosing skills ===<br />
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark. The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.<br />
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If you start out with a high [[weapon]] [[skill]] (except [[bow]]s and [[crossbow]]s) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.<br />
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=== Setting out ===<br />
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.<br />
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=== Trading ===<br />
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop. {{K|l}}ook around for an item without $ signs around it.<br />
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==== Selling ====<br />
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select "Trade" and press {{k|enter}} to open the trade window.<br />
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Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:<br />
* {{k|a}} asking for 9000☼<br />
* {{k|s}} +100☼<br />
* {{k|d}} +10☼<br />
* {{k|f}} +1☼<br />
* {{k|g}} reset to 0☼<br />
* {{k|h}} -1☼ (offering)<br />
* {{k|j}} -10☼<br />
* {{k|k}} -100☼<br />
* {{k|l}} offer 9000☼<br />
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The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.<br />
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Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.<br />
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[[Category:Adventurer mode]]<br />
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====Theft====<br />
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.<br />
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====Managing coins====<br />
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.<br />
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=== Equipping your adventurer === <br />
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
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[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
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It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.<br />
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== Traveling the world ==<br />
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=== How-to ===<br />
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|>}}.<br />
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If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.<br />
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Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies. When that happens, you must survive by either fighting them off or hide from them.<br />
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Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key. Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.<br />
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=== Finding quest locations ===<br />
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.<br />
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The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into "---".<br />
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=== Visiting abandoned fortresses ===<br />
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].<br />
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Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.<br />
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== Combat ==<br />
Fighting is extremely detailed in adventure mode! This adds a lot of fun in the battle, since there are so many ways to injure your opponents/victims.<br />
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=== Ranged ===<br />
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot [[arrow]]s or [[bolt]]s at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.<br />
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.<br />
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Sand piercing lungs, flies piercing hearts etc..)''<br />
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=== Close combat ===<br />
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.<br />
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.<br />
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.<br />
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=== Wounds ===<br />
Adventurers are liable to be [[Wound|wounded]] by the slings and *<<-iron arrows->>* of outrageous fortune, as well as an assortment of environmental hazards. Healing works the same way as in Fortress mode; Scrapes and bruises heal up very quickly, but broken and mangled limbs take months, and nervous system injuries never heal.<br />
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Fortunately, by pressing {{key|T}}, and travel at least 1 tile in any direction on the regional map, all wounds will be miraculously healed. Lost limbs and other bodyparts will not be regenerated, however, so if you're not careful (or very unlucky) your adventurer may soon be investing in an eyepatch. (Now if only there were peg legs...) For more information, see [[Wound]].<br />
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== Tips for survival ==<br />
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.<br />
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=== Basic Needs ===<br />
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*there needs to be more information on how to obtain food*<br />
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Your adventurer gets hungry, thirsty, and drowsy. Make sure your [[waterskin]] is always filled (fresh [[water]] at the [[Temple|temples]]); you carry 1-2 stacks[5] of [[food]]; and get some sleep sooner or later. <br />
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Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. <br />
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In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].<br />
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Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].<br />
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Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.<br />
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Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.<br />
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(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)<br />
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=== <s>Living Shields</s> Companions ===<br />
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If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!<br />
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When you first start out, the easiest <s>human shields</s> friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill.<br />
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To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.<br />
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More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.<br />
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Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:<br />
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If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, "Ha! Such enthusiasm from one such as yourself."<br />
This can be remedied by training your skills until he judges you a bit more skillful than he is.<br />
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Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, "With a band so large, what share of the glory would I have?"<br />
But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!<br />
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=== Avoid the impossible ===<br />
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.<br />
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==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====<br />
Unless you are a legendary or better (ok, its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy [[Fun]])!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.<br />
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Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.<br />
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''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient [[shield]] user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.<br />
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''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.<br />
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Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.<br />
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==== Arrows ====<br />
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.<br />
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One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at. Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones. This is also worth noting to avoid wasting ammunition on fallen targets.<br />
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If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.<br />
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=== Training yourself ===<br />
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?<br />
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==== Throwing ====<br />
To find rocks simply hit {{k|l}} and look at any rock coulored tiles some of these will be simply called by the rock name (e.g. [[limestone]]) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with [[pebbles]], pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill "Throwing", and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).<br />
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For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.<br />
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''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in "t" position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on "b" position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.<br />
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Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.<br />
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You can also throw other stuff you find, like flies, beetles, worms, and even vomit or [[sand]]. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. [[iron_man|Iron men]] are fun, because they leave behind a nice [[statue]] for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.<br />
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Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and [[spear]]s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).<br />
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==== Bow/Crossbow-skill ====<br />
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill. Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. <br />
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Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).<br />
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Make sure to take extra <s>meat shields</s> companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.<br />
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==== Wrestling ====<br />
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the beginning of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per "hit". Wrestling also handles dodging skill which is very handy to have.<br />
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A good way to train wrestling is to find an undead region on the map- preferably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie [[elephants]]. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.<br />
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Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.<br />
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Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes. <br />
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When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.<br />
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This can also be done at ruins, but you run the risk of weapon-carrying enemies and especially weaponmaster quest-zombies. In an undead ruin, there are also far, far more monsters in the area compared to hunting down a pack of undead animals.<br />
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Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak. The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.<br />
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Yet another alternative is presented by fish. No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming. Avoid hippopotamus infested waters.<br />
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A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your <s>toy's</s> <s>victim's</s> opponent's arms and then move on to legs, finally gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritize standing back up.<br />
<br />
==== Swimming ====<br />
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.<br />
<br />
To voluntarily jump into a pond or [[river]] you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.<br />
<br />
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.<br />
<br />
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start "drowning". However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.<br />
<br />
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that. One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within. As such, it's a good idea to do your training laps somewhere warm.<br />
<br />
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.<br />
<br />
You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below.<br />
<br />
==== Ambushing ====<br />
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.<br />
<br />
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.<br />
<br />
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.<br />
<br />
If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.<br />
<br />
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.<br />
<br />
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.<br />
<br />
==== Armor and Shield Use ====<br />
<br />
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. <br />
<br />
Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.<br />
<br />
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.<br />
<br />
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie [[groundhog]]) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.<br />
<br />
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.<br />
<br />
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.<br />
<br />
=== Summary ===<br />
*Recruit some living spear-catchers<br />
*Avoid flying arrows<br />
*Throw rocks/statues/socks/bugs/sand/coins/arms/heads/swords/arrows/kitchen sinks at enemies that still haven't reached you<br />
*Train your stats before taking on your first quest-monster<br />
[[Category:Guides]]<br />
[[Category:Adventurer mode]]</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&diff=1966540d Talk:Weapon2009-04-27T05:36:01Z<p>Lemonpieman: </p>
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<div>Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]<br />
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:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)<br />
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----<br />
<br />
What about damage done by artifact weapons? Is it x2 like masterwork items?<br />
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:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)<br />
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== Conflicting Info? ==<br />
<br />
Earlier on, we say that dwarves can't wield bows because they are too big. Down in the tables, the bow is listed as two handed and not unwieldable. Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.) --[[User:TheUbie|TheUbie]] 06:20, 28 November 2007 (EST)<br />
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:Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves? I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)<br />
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::I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves. Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both. As it stands now, it doesn't make sense. --[[User:TheUbie|TheUbie]] 18:54, 29 November 2007 (EST)<br />
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:::I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand. I think I saw the same thing with a halberd, but a pike was multigrasped. Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)<br />
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== Pike ==<br />
<br />
I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --[[User:Eagle of Fire|Eagle of Fire]] 14:43, 28 November 2007 (EST)<br />
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== Whips and scourges ==<br />
<br />
So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for [[Scourge]] it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --[[User:Penguinofhonor|Penguinofhonor]] 21:03, 1 December 2007 (EST)<br />
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:Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --[[User:Nitem4re|Nitem4re]] 14:13, 4 December 2007 (EST)<br />
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I have a complaint... Reading this wiki gave me the impression that whips and scourges were weak weapons and that it would require several for them to be noticeable. So it was that I came upon the idea of using a small number of scavenged and traded whips and scourges in weapon traps at the extremity of my fortress to weaken incoming attackers and to slow retreaters, hoping that if they got lucky and killed one it would probably bleed to death after safely leaving the trap. What I did not expect was rivers of blood, corpses piled 4 deep and exploding goblins. While I missed the event it would appear that a head travelled up one Z-level, west 8 X-levels and north 10 Y-levels, whilst a lower body travelled up 2 Z-levels, west 6 X-levels and south 2 Y-levels. I can only assume that they collapsed from the pain and were pulled into the mechanism...<br />
<br />
My haulers are demanding an apology for the mess they need to clean up, perhaps a note could be made indicating that whips can be effective(and messy) despite their low damage values...<br />
<br />
It is this sort of thing that makes me glad that the thoughts "horrified by an unfathomable scene of carnage" and "Saw something unnatural happen to a fellow living creature" have not yet been implemented...<br />
[[User:RAM|RAM]] 04:56, 13 March 2009 (UTC)<br />
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:How many did you put in the traps? Even crappy weapons like whips will obliterate an enemy when you have a bunch of them all hitting simultaneously. --[[User:LegacyCWAL|LegacyCWAL]] 16:17, 13 March 2009 (UTC)<br />
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::Odd, I could have sworn that I liked to a movie of me examining the area, it is 3 1-deep rows of traps in a 3-wide corridor, the first row each have 1 low-quality bronze whip, second row each have 1 no-quality iron scourge and the third row each have 1 iron and 1 bismuth bronze whip, with one trap having an additional bronze whip. The mechanisms are good quality but it doesn't really seem to be alot to me, but I am new to DF...<br />
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::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)<br />
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:::Hrm. Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers. By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it). Whips and scourges don't do a lot of damage, but they do cause pain and bleeding. That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death. And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.<BR>I also see that several goblins made it to the stonefall traps. If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go. With that many hits, even whips and scourges can overwhelm a metal-armored soldier.<BR>Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:14, 16 March 2009 (UTC)<br />
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== Unorthodox weapons ==<br />
<br />
Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? [[User:Patarak|Patarak]] 04:13, 13 February 2008 (EST)<br />
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:"Unortodox" weapons are not really weapons. However, since ''absolutly anything thrown is deadly in the curren fight code'', a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --[[User:Eagle of Fire|Eagle of Fire]] 17:52, 13 February 2008 (EST)<br />
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== Great axe ==<br />
<br />
I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--[[User:Koltom|Koltom]] 21:40, 3 March 2008 (EST)<br />
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:You're lucky. You get alot of goblins! I want some! Can you send some over?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:16, 10 April 2008 (EDT<br />
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== Weapons ==<br />
<br />
Clicking the links of some of the types of weapons redirects back to weapons. --[[User:Chrispy|Chrispy]] 21:07, 10 April 2008 (EDT)<br />
:This is a feature called a redirect. If you want to then go ahead and create enough of an article that nobody reverts it back to a redirect. For a lot of weapons there isn't that much of a need for a seperate article, but the redirect will point someone back to a place they can find out what they need to know.[[User:GarrieIrons|GarrieIrons]] 00:21, 10 June 2008 (EDT)<br />
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== Trap components as weapons ==<br />
<br />
"There are a few enormous weapons that no race can wield..."<br><br />
I beg to differ. In Adventure mode, at least in "Play Now", you can in fact pick these things up and hit people with them. I dunno if they come with lots of negatives for being a stupid weapon, but I know I've used an enormous wooden corkscrew to fight troglydites before. That, and a barrel of dwarven wine.<br />
--[[User:Dadamh|Dadamh]] 11:19, 2 June 2008 (EDT)<br />
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:I know that adventurers can do things that shouldn't be possible. Other creatures are technically capable of doing those things, but their code won't ask them to do them. --[[User:Savok|Savok]] 12:51, 2 June 2008 (EDT)<br />
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::I'll say. In adventure mode, you can carry around and throw anvils at enemies. It does no more damage than sand and you'll have the speed of a glacier, but it's hilarious. I suspect, though, that improvised weapons are as effective as unarmed attacks. I'll have to check on that though. --[[User:Smartmo|Smartmo]] 15:45, 13 January 2009 (EST)<br />
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== Possible bug with long swords in 40d (not wieldable in two hands) ==<br />
<br />
Today I traded for two wooden longswords and set two new recruits to use them for sparring.<br />
The recruits continually go pick up the swords ("Pickup Equipment") and then instantly drop the weapon on the ground. It doesn't matter whether they are on duty or not, actually.<br />
<br />
Is it possible this is a bug in 40d? Is it possible that oversized weapons that the article lists as being wieldable in two hands actually require a certain amount of strength attribute? Or is it that the article is just completely mistaken on long swords as being wieldable by dwarves using both hands? Any thoughts or input would be nice.<br />
--[[User:Jpwrunyan|Jpwrunyan]] 01:02, 11 February 2009 (EST)<br />
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:If I recall, someone somewhere mentioned that setting a dwarf to use two weapons will permit them to hold two-handed weapons. I'm yet to confirm is this works, since I've not got any two-handed weapons available.--[[User:Quil|Quil]] 12:28, 11 February 2009 (EST)<br />
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::Ok, thanks. Stupidly, in a moment of frustration I abandoned the fortress. I will also try to confirm this again. If it's true, that info definately needs to be in the article...--[[User:Jpwrunyan|Jpwrunyan]] 00:35, 12 February 2009 (EST)<br />
<br />
==Unusual materials==<br />
I was hoping to make some wooden weapons for sparring, but I don't seem to be able to make anything but the enormous trap components and bolts out of wood. Am I missing something, or can dwarves only make bolts from wood, and other wooden weapons have to be traded for/looted?<br />
Along the same lines, it'd be really nice to know more specifically what the "handful" of weapons are that can be made of other materials, and what materials each can be made from. If anyone can verify that info here I'll try and add it into the article. (I'll find out what I can, but have no access to obsidian atm). [[User:Kirig Stonebeard|Kirig Stonebeard]] 19:32, 18 March 2009 (UTC)<br />
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:That "handful" of weapons is just bolts (wood or bone), crossbows (wood or bone), and stone short swords (1 wood + 1 obsidian, just as deadly as steel). Anything else has to be imported. The good news is that you can make weapons out of silver, which is just as bad as wood when it comes to hurting things. It's expensive as hell, but sparring weapons are sparring weapons. --[[User:LegacyCWAL|LegacyCWAL]] 19:44, 18 March 2009 (UTC)<br />
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::Thanks Legacy, the way I was reading the article I was SURE there must be others and I was just missing something on how to manufacture them. It seems to me that list is short enough to be specific about, so I'll go ahead and edit it in (and probably steal your concise formatting) to make it clearer (unless someone objects).<br />
::Thanks also for the tip on silver; I was planning to check the table right after I checked here. I do have some galena on my current map but it might be a while til I can reach it... since the elves are mostly bringing me useless junk and haven't appointed a liason, I might just go with copper weapons and iron/steel armor and cross my fingers.<br />
::On the bright side though, they're bringing me plenty of tamed bears in case I decide to forge a few tricycles, sew a few fezs and start a circus! [[User:Kirig Stonebeard|Kirig Stonebeard]] 05:06, 22 March 2009 (UTC)<br />
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==Overall best trap weapon==<br />
<br />
Disregarding material, which weapon would work the best for a weapon trap?</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Troll&diff=4079740d Talk:Troll2009-04-27T03:31:08Z<p>Lemonpieman: /* Do Trolls destroy constructed walls? */</p>
<hr />
<div>I wasn't sure where else to put this...<br /><br />
<br /><br />
Will a building destroying creature damage constructed walls/stairs/ramps/etc?<br /><br />
Or will a simple one width wall stop any damage to your fort?<br /><br />
--[[User:Lordmick134|Lordmick134]] 11:35, 21 April 2008 (EDT)<br />
<br />
:I did some testing with a [[bronze colossus]] -- it looks like building-destroyers ignore walls and fortifications. They are also blocked by a one-tile channel. [[User:Anydwarf|Anydwarf]] 12:06, 21 April 2008 (EDT)<br />
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== No bones? ==<br />
<br />
Article says N/A for bones and other things. Does this mean that trolls leave no corpse or that it cannot be used after it rots?<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Someone-else|Someone-else]]</small><br />
:It means that you can't butcher the corpse to get shit from it. It's size 9, though, so I assume it leaves nine bones. --[[User:GreyMario|GreyMario]] 20:26, 21 April 2008 (EDT)<br />
:Hypothetically, you ''could'' butcher them if you slaughtered them as livestock, but they're not pets or pet_exotics so you can't tame them in order to do so. --[[User:JT|JT]] 20:39, 21 April 2008 (EDT)<br />
<br />
So, why can't we add a parameter to the template to make it say "rotting leaves", so we can actually give information to the people reading the articles? [[User:Anydwarf|Anydwarf]] 21:47, 21 April 2008 (EDT)<br />
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:Yes, this would be a good thing. While the article doesn't state "Their bones are valuable, but you can't get them" usage of the word "although" suggests that. --[[User:Someone-else|Someone-else]] 07:34, 22 April 2008 (EDT)<br />
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::OK, I edited the template. I still don't know about the bones, somebody who does will need to add that. [[User:Anydwarf|Anydwarf]] 14:49, 22 April 2008 (EDT)<br />
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:::Rhesus macaques are size 3 and leave three bones. Therefore, trolls are size 9 and thus leave nine bones. --[[User:GreyMario|GreyMario]] 17:13, 22 April 2008 (EDT)<br />
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==Only in evil?==<br />
<br />
Do Trolls only show up in evil biomes? I have had multiple seiges of 50+ goblins but nary a troll/beak dog/etc. Just simple goblins. It is [[fun]] to watch the traps get sprung!--[[User:Kwieland|Kwieland]] 16:19, 31 March 2009 (UTC)</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Troll&diff=4079640d Talk:Troll2009-04-27T03:30:13Z<p>Lemonpieman: </p>
<hr />
<div>I wasn't sure where else to put this...<br /><br />
<br /><br />
Will a building destroying creature damage constructed walls/stairs/ramps/etc?<br /><br />
Or will a simple one width wall stop any damage to your fort?<br /><br />
--[[User:Lordmick134|Lordmick134]] 11:35, 21 April 2008 (EDT)<br />
<br />
:I did some testing with a [[bronze colossus]] -- it looks like building-destroyers ignore walls and fortifications. They are also blocked by a one-tile channel. [[User:Anydwarf|Anydwarf]] 12:06, 21 April 2008 (EDT)<br />
<br />
== No bones? ==<br />
<br />
Article says N/A for bones and other things. Does this mean that trolls leave no corpse or that it cannot be used after it rots?<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Someone-else|Someone-else]]</small><br />
:It means that you can't butcher the corpse to get shit from it. It's size 9, though, so I assume it leaves nine bones. --[[User:GreyMario|GreyMario]] 20:26, 21 April 2008 (EDT)<br />
:Hypothetically, you ''could'' butcher them if you slaughtered them as livestock, but they're not pets or pet_exotics so you can't tame them in order to do so. --[[User:JT|JT]] 20:39, 21 April 2008 (EDT)<br />
<br />
So, why can't we add a parameter to the template to make it say "rotting leaves", so we can actually give information to the people reading the articles? [[User:Anydwarf|Anydwarf]] 21:47, 21 April 2008 (EDT)<br />
<br />
:Yes, this would be a good thing. While the article doesn't state "Their bones are valuable, but you can't get them" usage of the word "although" suggests that. --[[User:Someone-else|Someone-else]] 07:34, 22 April 2008 (EDT)<br />
<br />
::OK, I edited the template. I still don't know about the bones, somebody who does will need to add that. [[User:Anydwarf|Anydwarf]] 14:49, 22 April 2008 (EDT)<br />
<br />
:::Rhesus macaques are size 3 and leave three bones. Therefore, trolls are size 9 and thus leave nine bones. --[[User:GreyMario|GreyMario]] 17:13, 22 April 2008 (EDT)<br />
<br />
==Only in evil?==<br />
<br />
Do Trolls only show up in evil biomes? I have had multiple seiges of 50+ goblins but nary a troll/beak dog/etc. Just simple goblins. It is [[fun]] to watch the traps get sprung!--[[User:Kwieland|Kwieland]] 16:19, 31 March 2009 (UTC)<br />
<br />
==Do Trolls destroy constructed walls?==</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Z-axis&diff=501840d Talk:Z-axis2009-04-26T10:06:50Z<p>Lemonpieman: </p>
<hr />
<div>I've uploaded an Image that shows the 3 dimensions in a more traditional sense, feel free to use it if you want. Remove this comment if this information get's incorporated into the main page.<br /><br />
[[Image:3 dimensions.png]]<br />--[[User:Gibbonofdoom|Gibbonofdoom]] 04:09, 30 October 2007 (EDT)<br />
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Thanks man, I think it really helps communicate the point better. -- [[User:Bovinepro|Bovinepro]]<br />
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<br />
I was unable to reproduce the shift-numpad 5 to move up-Z either. Ctrl-numpad 5 works just fine.<br />
:It works fine for me. Modern desktop machine, very old 101-key keyboard. &mdash;[[User:0x517A5D|0x517A5D]]<br />
::I found that shift-numpad5 would not work for me if I had numlock on. Worked fine with numlock off. --[[User:Morlark|Morlark]] 09:19, 3 November 2007 (EDT)<br />
<br />
==Version?==<br />
What version first introduced the Z axis? I've been wanting to play on the old X and Y version.</div>Lemonpiemanhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Z-axis&diff=501740d Talk:Z-axis2009-04-26T10:06:32Z<p>Lemonpieman: </p>
<hr />
<div>I've uploaded an Image that shows the 3 dimensions in a more traditional sense, feel free to use it if you want. Remove this comment if this information get's incorporated into the main page.<br /><br />
[[Image:3 dimensions.png]]<br />--[[User:Gibbonofdoom|Gibbonofdoom]] 04:09, 30 October 2007 (EDT)<br />
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Thanks man, I think it really helps communicate the point better. -- [[User:Bovinepro|Bovinepro]]<br />
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I was unable to reproduce the shift-numpad 5 to move up-Z either. Ctrl-numpad 5 works just fine.<br />
:It works fine for me. Modern desktop machine, very old 101-key keyboard. &mdash;[[User:0x517A5D|0x517A5D]]<br />
::I found that shift-numpad5 would not work for me if I had numlock on. Worked fine with numlock off. --[[User:Morlark|Morlark]] 09:19, 3 November 2007 (EDT)<br />
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What version first introduced the Z axis? I've been wanting to play on the old X and Y version.</div>Lemonpieman