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Editing Cheating
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− | {{ | + | {{Migrated_article}} |
− | {{ | + | {{quality|unrated}}{{av}} |
− | {{av}} | + | |
{{mod}} | {{mod}} | ||
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− | '''Cheating''' is altering the game to make | + | '''Cheating''' is altering the game to make Dwarf Fortress easier. This is distinctly different from [[Main:exploits|exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools). |
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+ | =Raw Editing= | ||
− | + | For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world. | |
− | For making | ||
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. | The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. | ||
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When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. | When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. | ||
− | Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world | + | Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this. |
+ | |||
+ | However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error. | ||
− | [[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut & paste examples for editing raw files specifically for the purpose of cheating. | + | [[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut & paste examples for editing raw files specifically for the purpose of cheating. |
==Creature Token Modifications== | ==Creature Token Modifications== | ||
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</pre> | </pre> | ||
− | === | + | ===No Needs Dwarves=== |
− | + | Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}}) | |
− | As an added bonus, try adding [NOFEAR] | + | As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well. |
(Warning, editing this may cause the game to crash.{{Verify}}) | (Warning, editing this may cause the game to crash.{{Verify}}) | ||
− | Other potential problems include | + | Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]]. |
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* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze. | * Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze. | ||
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===Pets for everyone=== | ===Pets for everyone=== | ||
− | Ever want | + | Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?<br /> |
− | + | Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders. | |
− | Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice | + | Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token |
− | Also | ||
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''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1] | ''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1] | ||
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===Tinkering with the Dwarven Soul=== | ===Tinkering with the Dwarven Soul=== | ||
− | By messing with the | + | By messing with the soul of a dwarf, you can drastically increase attributes and learning rates. Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes. Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves). The most easily adjustable portion of the castes is with the Males and Females. |
− | ATT_RANGE dictates the level of effectiveness a being receives in an ability | + | ATT_RANGE dictates the level of effectiveness a being receives in an ability. 5,000 is the max. Please note that the elves get "5,000" in the memory stat, for the entire range. Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range. |
− | Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute. The first value indicates cost | + | Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute. The first value indicates cost. The lower it is, the better. The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect. Don't use "0" for the first value, it crashes the game. Default for the first value is 500. If there is no number, the default will be used. I believe that you can use negative numbers (negative numbers DO NOT increase the speed of rate, tested for Splinterz Dwarf Therapist that uses CTI, set CTI to -5000, -300, -100, the count kept increasing well past 1500, but no increase in attribute), which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use. |
ATT_RATES (Default is 500:2:3:2] | ATT_RATES (Default is 500:2:3:2] | ||
− | * ATTRIBUTE Token | + | * ATTRIBUTE Token |
− | * cost to improve | + | * cost to improve |
− | * unused counter rate | + | * unused counter rate |
− | * rust counter rate | + | * rust counter rate |
− | * demotion counter rate | + | * demotion counter rate |
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE] | [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE] | ||
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− | 0:0:0:0:0:0:0 unattainable | + | The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves. |
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− | + | 0:0:0:0:0:0:0] unattainable | |
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− | + | 0:100:200:300:400:450:500] --- | |
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+ | 0:400:600:750:800:900:1100] -- | ||
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+ | 150:600:800:900:1000:1100:1500] - | ||
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+ | 450:950:1150:1250:1350:1550:2250] + | ||
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+ | 700:1200:1400:1500:1600:1800:2500] ++ | ||
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+ | 1250:1500:1750:2000:2500:3000:5000] +++ | ||
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+ | 5000:5000:5000:5000:5000:5000:5000] max | ||
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− | + | Skill rates is a tag that grants you a % of skill improvement. The first number is the percentage, while the last three slots indicate decay. Skill rate increase is capped at 500%. Default is 100%, but creatures with Slow Learner tag will get half of that. | |
SKILL_RATE (Default is 100:8:16:16] | SKILL_RATE (Default is 100:8:16:16] | ||
− | * % of improvement points you get | + | * % of improvement points you get |
− | * unused counter rate | + | * unused counter rate |
− | * rust counter rate | + | * rust counter rate |
− | * demotion counter rate | + | * demotion counter rate |
Add this line under whichever castes you wish to receive the benefits. | Add this line under whichever castes you wish to receive the benefits. | ||
− | + | [SKILL_RATES:500:NONE:NONE:NONE] | |
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PHYS_ATT_CAP_PERC | PHYS_ATT_CAP_PERC | ||
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The default value is 200% of a dwarf's median+starting stats. This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes. | The default value is 200% of a dwarf's median+starting stats. This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes. | ||
− | + | ex | |
− | + | [PHYS_ATT_CAP_PERC:STRENGTH:5000] | |
− | + | [MENT_ATT_CAP_PERC:FOCUS:5000] | |
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</div> | </div> | ||
− | ===No | + | ===No More skill loss=== |
− | Are you tired of your | + | Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the "dwarf" section. |
<div style="height:200px; overflow:scroll;"> | <div style="height:200px; overflow:scroll;"> | ||
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===All Skills Legendary=== | ===All Skills Legendary=== | ||
− | Put this under | + | Put this under Creature:Dwarf in creature_standard.txt |
<div style="height:200px; overflow:scroll;"><pre> | <div style="height:200px; overflow:scroll;"><pre> | ||
[NATURAL_SKILL:MINING:16] | [NATURAL_SKILL:MINING:16] | ||
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===Child Labor=== | ===Child Labor=== | ||
− | Tired of having children spend | + | Tired of having children spend 12 years drinking your booze and eating your food without performing any work? Simply open creature_standard.txt, and under the dwarf entry replace [CHILD:12] with [CHILD:6], or whatever age you consider it appropriate for children to start working at. |
==Reaction Additions== | ==Reaction Additions== | ||
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</pre> | </pre> | ||
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− | + | ===Easy Flux, Sand, and Ore=== | |
+ | Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. | ||
− | + | None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel. | |
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===Easy Metal=== | ===Easy Metal=== | ||
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===Create Wood=== | ===Create Wood=== | ||
− | To create wood for free, | + | To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.) |
<pre> | <pre> | ||
[REACTION:FREE_WOOD] | [REACTION:FREE_WOOD] | ||
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[PERMITTED_REACTION:FREE_CAVE_WHEAT] | [PERMITTED_REACTION:FREE_CAVE_WHEAT] | ||
[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES] | [PERMITTED_REACTION:FREE_WILD_STRAWBERRIES] | ||
+ | [PERMITTED_REACTION:FREE_CAVE_WHEAT] | ||
[PERMITTED_REACTION:FREE_PRICKLE_BERRIES] | [PERMITTED_REACTION:FREE_PRICKLE_BERRIES] | ||
[PERMITTED_REACTION:FREE_SWEET_PODS] | [PERMITTED_REACTION:FREE_SWEET_PODS] | ||
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</div> | </div> | ||
− | ===Produce Water | + | ===Produce Water=== |
− | This reaction will allow your | + | This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story... |
<pre> | <pre> | ||
[REACTION:CHEAT_WATER] | [REACTION:CHEAT_WATER] | ||
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[PRODUCT_TO_CONTAINER:bucket] | [PRODUCT_TO_CONTAINER:bucket] | ||
[SKILL:BREW] | [SKILL:BREW] | ||
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</pre> | </pre> | ||
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[PERMITTED_REACTION:MICROCLINE_MELODY] | [PERMITTED_REACTION:MICROCLINE_MELODY] | ||
[PERMITTED_REACTION:SEED_STEW] | [PERMITTED_REACTION:SEED_STEW] | ||
+ | [PERMITTED_REACTION:STONE_BREAK] | ||
[PERMITTED_REACTION:MALACHITE_MUSE] | [PERMITTED_REACTION:MALACHITE_MUSE] | ||
[PERMITTED_REACTION:CASSITERITE_CAROL] | [PERMITTED_REACTION:CASSITERITE_CAROL] | ||
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</pre> | </pre> | ||
=Memory Hacking= | =Memory Hacking= | ||
− | + | Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack]], which provides complete access to most of Dwarf Fortress's internal memory through C++ plugins as well as Lua and Ruby scripts. | |
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− | Memory | ||
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