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Editing v0.31:Cheating
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Latest revision | Your text | ||
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− | {{ | + | {{AV}} |
− | + | {{Quality|Exceptional}} | |
{{mod}} | {{mod}} | ||
− | '''Cheating''' is altering the game to make | + | '''Cheating''' is altering the game to make dwarf fortress easier. This is distinctly different from [[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). |
=Raw Editing= | =Raw Editing= | ||
− | + | Raw files are located in the raw/objects directory | |
− | The most common use of editing raw files is to get free items, such as | + | The most common use of editing raw files is to get free items, such as gems, adamantine, or flux. |
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. | ||
Line 16: | Line 16: | ||
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. | 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. | + | 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. |
− | |||
==Creature Token Modifications== | ==Creature Token Modifications== | ||
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more. | Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more. | ||
− | + | Instructions for use*: | |
− | + | ||
− | + | 1) Open creature_standard.txt | |
− | + | 2) Find dwarven (or other creature) stats, which ought to resemble the sets below. | |
− | + | 3) Delete those stats and replace with the new set. | |
+ | 4) Done. | ||
+ | |||
+ | *Notepad++ is recommended for altering raw files. | ||
− | |||
===Speedy Dwarves=== | ===Speedy Dwarves=== | ||
Line 39: | Line 40: | ||
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would. | This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would. | ||
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− | |||
===No Needs Dwarves=== | ===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. | + | 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. |
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− | + | As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well. | |
===Pets for everyone=== | ===Pets for everyone=== | ||
− | Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets? | + | Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets? 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 then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders. | + | 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 chand the [FANCIFUL]token into the [NATURAL]token |
− | Also if you want them to not be caged | ||
Line 63: | Line 57: | ||
===Tinkering with the Dwarven Soul=== | ===Tinkering with the Dwarven Soul=== | ||
− | By messing with the soul of a dwarf, you can drastically increase attributes and learning rates. Below | + | By messing with the soul of a dwarf, you can drastically increase attributes and learning rates. Below is 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. You can also utilize this code with the Castes, if you want to specify what parts of your society get what. The most easily adjustable portion of the castes is with the Males and Females. |
+ | |||
+ | Please note that in v31.03 of Dwarf Fortress, most of the mental attributes and Skill_Rate's learning speed is broken. This should change after the Merge, since Toady will be able to correct bugs and fully implement the Soul system. | ||
+ | |||
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. | 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. 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, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use. | 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, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use. | ||
Line 100: | Line 98: | ||
− | 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 rates is a tag that grants you a % of skill improvement. The first number is the percentage, while the last three slots indicate decay. Furthermore, I believe that it is capped at 5,000%. Default is 100, but creatures with Slow Learner tag will get half of that. The skill acceleration doesn't work currently, which is believed to be a bug. The information here is a placeholder until that is corrected. |
SKILL_RATE (Default is 100:8:8:16] | SKILL_RATE (Default is 100:8:8:16] | ||
Line 108: | Line 106: | ||
* demotion counter rate | * demotion counter rate | ||
− | + | [SKILL_RATES:5000:NONE:NONE:NONE] | |
− | |||
− | [SKILL_RATES: | ||
Line 125: | Line 121: | ||
<div style="height:200px; overflow:scroll;"> | <div style="height:200px; overflow:scroll;"> | ||
− | + | [SKILL_RATES:5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_CAP_PERC:ENDURANCE:5000] | |
− | + | [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_CAP_PERC:RECUPERATION:5000] | |
− | + | [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE] | |
− | + | [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000] | |
− | + | [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:FOCUS:5000] | |
− | + | [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:CREATIVITY:5000] | |
− | + | [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:PATIENCE:5000] | |
− | + | [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:MEMORY:5000] | |
− | + | [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000] | |
− | + | [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:EMPATHY:5000] | |
− | + | [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:MUSICALITY:5000] | |
− | + | [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000] | |
− | + | [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000] | |
− | + | [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:INTUITION:5000] | |
− | + | [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:WILLPOWER:5000] | |
− | + | [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000] | |
− | + | [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000] +++ | |
− | + | [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE] | |
− | + | [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000] | |
</div> | </div> | ||
===No More skill loss=== | ===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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[MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE] | [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE] | ||
[MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE] | [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE] | ||
− | + | [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE] | |
[MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE] | [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE] | ||
− | + | [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE] | |
− | + | [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE] | |
[MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE] | [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE] | ||
</div> | </div> | ||
===Enemy race dies in a pink cloud=== | ===Enemy race dies in a pink cloud=== | ||
− | Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[ | + | Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[DF2010:Utilities#Runesmith|Runesmith]] can also remove species easily. |
[SELECT_MATERIAL:ALL] | [SELECT_MATERIAL:ALL] | ||
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[STATE_NAME_ADJ:GAS:poof!] | [STATE_NAME_ADJ:GAS:poof!] | ||
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==Reaction Additions== | ==Reaction Additions== | ||
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw. | There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw. | ||
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==Easy Entity Editing== | ==Easy Entity Editing== | ||
− | Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. | + | Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. |
<div style="height:200px; overflow:scroll;"> | <div style="height:200px; overflow:scroll;"> | ||
<pre> | <pre> | ||
− | + | ||
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[PERMITTED_REACTION:FREE_DIAMOND_FY] | [PERMITTED_REACTION:FREE_DIAMOND_FY] | ||
[PERMITTED_REACTION:FREE_EMERALD] | [PERMITTED_REACTION:FREE_EMERALD] | ||
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[PERMITTED_REACTION:FREE_SAPPHIRE] | [PERMITTED_REACTION:FREE_SAPPHIRE] | ||
[PERMITTED_REACTION:FREE_DIAMOND_CLEAR] | [PERMITTED_REACTION:FREE_DIAMOND_CLEAR] | ||
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[PERMITTED_REACTION:FREE_DIAMOND_BLACK] | [PERMITTED_REACTION:FREE_DIAMOND_BLACK] | ||
[PERMITTED_REACTION:FREE_RUBY_STAR] | [PERMITTED_REACTION:FREE_RUBY_STAR] | ||
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[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD] | [PERMITTED_REACTION:FREE_ADAMANTINE_THREAD] | ||
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS] | [PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS] | ||
[PERMITTED_REACTION:FREE_WOOD] | [PERMITTED_REACTION:FREE_WOOD] | ||
+ | [PERMITTED_REACTION:(reaction)] | ||
+ | [PERMITTED_REACTION:(reaction)] | ||
</pre> | </pre> | ||
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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. | 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=== | ||
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag. | Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag. | ||
− | to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and | + | to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickle silver respectively.) |
<pre> | <pre> | ||
[REACTION:FREE_(metal name here)] | [REACTION:FREE_(metal name here)] | ||
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[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150] | [PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150] | ||
[SKILL:SMELT] | [SKILL:SMELT] | ||
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</pre> | </pre> | ||
===Produce Food=== | ===Produce Food=== | ||
− | To create food for free, add this to | + | To create food for free, add this to reaction_smelter. |
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<pre> | <pre> | ||
− | [REACTION: | + | [REACTION:FREE_FOOD] |
− | [NAME: | + | [NAME:produce food] |
[BUILDING:SMELTER:NONE] | [BUILDING:SMELTER:NONE] | ||
− | [PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT: | + | [PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:(plant name {from raws}):PLANT] |
[SKILL:SMELT] | [SKILL:SMELT] | ||
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</pre> | </pre> | ||
=Memory Hacking= | =Memory Hacking= | ||
− | Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to | + | Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to DF2010 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and "dfprospector," which tells you what minerals are available on the map. |