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Editing DF2014:D init.txt/raw

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WARNING: Do NOT copy over the d_init.txt from an earlier version of DF.
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Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
Always read the file carefully, including the comments.
 
 
 
In general, you can copy savegames and tilesets from older DF
 
versions, but you should not copy anything else.  You should not, under any
 
circumstances, unpack a new DF on top of an older one.
 
 
 
 
 
Use these to control the automatic saving behavior in the dwarf fortress mode of the game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
 
  
 
[AUTOSAVE:NONE]
 
[AUTOSAVE:NONE]
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[PAUSE_ON_LOAD:YES]
 
[PAUSE_ON_LOAD:YES]
  
Set this to YES if you want Dwarf Fortress to show the warning window for embark site selection even if there are no issues (as a way of confirming your choice).
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Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.
  
 
[EMBARK_WARNING_ALWAYS:NO]
 
[EMBARK_WARNING_ALWAYS:NO]
  
This option controls whether or not your choice to embark has a confirmation window after you have selected any dwarves and equipment.  Valid choices are ALWAYS, IF_POINTS_REMAIN and NO.
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You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
 
 
[POST_PREPARE_EMBARK_CONFIRMATION:IF_POINTS_REMAIN]
 
 
 
You can change the option below to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
 
  
 
[SHOW_EMBARK_TUNNEL:FINDER]
 
[SHOW_EMBARK_TUNNEL:FINDER]
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[STRICT_POPULATION_CAP:220]
 
[STRICT_POPULATION_CAP:220]
  
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
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This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
  
 
[BABY_CHILD_CAP:100:1000]
 
[BABY_CHILD_CAP:100:1000]
 
You can set the maximum number of visitors to your fort here.  This does not include merchants, diplomats, animals or invaders, but only those either dropping by for a temporary visit to a tavern, library or temple, or those seeking permanent employment.  Once you accept a petition from a visitor to stay at your fort, they no longer count against the cap, even if they never become a full citizen.  Certain traveling groups (e.g. quester parties) may also push slightly over the cap.
 
 
[VISITOR_CAP:100]
 
 
You can set the maximum number of soldiers allowed to invade in serious invasions with these numbers.  This doesn't affect smaller raids or mounts, and ambushers and other special units will also ignore the cap.  Set INVADERS to NO above if you don't want invaders -- a cap of zero will be ignored here.
 
 
[INVASION_SOLDIER_CAP:120]
 
[INVASION_MONSTER_CAP:40]
 
  
 
Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.
 
Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.
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[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
[NICKNAME_LEGENDS:REPLACE_FIRST]
 
[NICKNAME_LEGENDS:REPLACE_FIRST]
 
Set this number to scale how often grazing animals need to eat.  Larger numbers mean less food is necessary.  Metabolism is always set according to the 3/4ths power of size.
 
 
[GRAZE_COEFFICIENT:100]
 
 
Set these to control how subgroups form and develop in the fortress.
 
 
[PRIESTHOOD_UNIT_COUNTS:10:25]
 
[TEMPLE_VALUE_LEVELS:2000:10000]
 
[GUILD_UNIT_COUNTS:10:25]
 
[GUILDHALL_VALUE_LEVELS:2000:10000]
 

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