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Editing v0.31:Technical tricks

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{{quality|Exceptional|01:58, 26 August 2010 (UTC)}}{{av}}
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{{AV}}
 
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{{Quality|Tattered}}
 
== Overview ==
 
== Overview ==
 
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.
 
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.
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== Editing the configuration file ==
 
== Editing the configuration file ==
You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is Editplus or TextPad.
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You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is notepad.
 
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.
 
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.
  
== Settings - init.txt ==
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== Init.txt Settings ==
  
 
=== Sound ===
 
=== Sound ===
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*[WINDOWEDY:25]
 
*[WINDOWEDY:25]
 
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.
 
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.
 
[WINDOWEDX:98][WINDOWEDY:98] will make window big enough to display whole 2x2 [[embark]] [[site]] with 8x8 [[tileset]].
 
  
 
*[FONT:curses_640x300.png]
 
*[FONT:curses_640x300.png]
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=== Graphics ===
 
=== Graphics ===
 
*[GRAPHICS:NO]
 
*[GRAPHICS:NO]
Can be "YES" or "NO". If this is "YES", Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to [[Graphics set repository|creature graphics]].
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Can be "YES" or "NO". If this is "YES", Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to creature graphics.
  
 
*[GRAPHICS_WINDOWEDX:0]
 
*[GRAPHICS_WINDOWEDX:0]
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*[GRAPHICS_FONT:curses_square_16x16.png]
 
*[GRAPHICS_FONT:curses_square_16x16.png]
The [[Main:Tileset repository|font]] used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is "YES".
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The font used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is "YES".
  
 
*[GRAPHICS_FULLSCREENX:0]
 
*[GRAPHICS_FULLSCREENX:0]
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*[PRINT_MODE:2D]
 
*[PRINT_MODE:2D]
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are "2D", "2DSW", "2DASYNC", "STANDARD", "TEXT", "ACCUM_BUFFER", "FRAME_BUFFER", "VBO" and "PARTIAL".  A technical description of what these do can be found [http://www.bay12forums.com/smf/index.php?topic=63667.msg1478550#msg1478550 in this post].
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This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are "2D", "2DSW", "2DASYNC", "STANDARD", "TEXT", "ACCUM_BUFFER", "FRAME_BUFFER", "VBO" and "PARTIAL".
 
"PARTIAL" print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.
 
"PARTIAL" print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.
 
"TEXT" is only available on Macintosh and Linux.
 
"TEXT" is only available on Macintosh and Linux.
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*[TEXTURE_PARAM:LINEAR]
 
*[TEXTURE_PARAM:LINEAR]
Can be either "LINEAR" or "NEAREST". If it is "NEAREST", the texture values use the nearest pixel value without averaging. If it is "LINEAR", the texture values use the average of the adjacent pixels. In terms of what the two options do to the graphics, the "LINEAR" option will appear to blur adjacent pixels and can result in a fuzzy appearance. The "NEAREST" option will produce a sharp, pixelated look but may result in images looking clipped at some different screen resolutions.
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Can be either "LINEAR" or "NEAREST". If it is "NEAREST", the texture values use the nearest pixel value without averaging. If it is "LINEAR", the texture values use the average of the adjacent pixels.
  
 
=== FPS ===
 
=== FPS ===
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*[MACRO_MS:150]
 
*[MACRO_MS:150]
 
The number of milliseconds between macro instructions.
 
The number of milliseconds between macro instructions.
 
== Settings - d_init.txt ==
 
 
=== Save Behavior ===
 
*[AUTOSAVE:NONE]
 
When Dwarf Fortress should automatically save your game. If this is "NONE", Dwarf Fortress never saves your game for you. Possible values are "NONE", "SEASONAL" and "YEARLY".
 
 
*[AUTOBACKUP:NO]
 
If this is "YES", Dwarf Fortress will back up your save file each time it autosaves your game.
 
 
*[AUTOSAVE_PAUSE:NO]
 
If Dwarf Fortress should pause the game each time it autosaves for you.
 
 
*[INITIAL_SAVE:NO]
 
If this is "YES", Dwarf Fortress will save the game immediately after you embark.
 
 
=== More Game Options ===
 
*[IDLERS:TOP]
 
Where to display the number of idlers. The value can be either "TOP", "BOTTOM", or "OFF".
 
 
*[PAUSE_ON_LOAD:YES]
 
If "YES", Dwarf Fortress starts Fortress mode paused.
 
 
*[TEMPERATURE:YES]
 
Turns on or off temperature. If temperature is off, being adjacent to lava will not cause objects (or creatures) to burn, nor will dwarves have any problems running around on top of glaciers naked if they so desire. Direct contact with lava or firebreath will still cause lots of Fun though.
 
 
*[WEATHER:YES]
 
Turns on or off weather. If weather is off it will never rain or snow.
 
 
*[ECONOMY:YES]
 
Turns on or off the fortress mode dwarven economy. This has no effect, since the economy does not function in v0.31.
 
 
*[INVADERS:YES]
 
Turns on or off fortress mode sieges. Turning this off for your first couple of games may make the game easier to start with.
 
 
*[CAVEINS:YES]
 
If this is "YES" it is possible for cave-ins to occur.
 
 
*[ARTIFACTS:YES]
 
Turns on or off strange moods and the resulting artifacts.
 
 
*[ZERO_RENT:NO]
 
If this is "YES", when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king. This has no effect, since the economy does not function in v0.31.
 
 
*[TESTING_ARENA:YES]
 
Turns on or off the testing arena.
 
 
*[WALKING_SPREADS_SPATTER_DWF:NO]
 
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[Fortress mode]]. As contaminants are [[Blood|buggy]] and can have a major negative impact on [[FPS]] in [[Fortress mode]], it is recommended to leave this set at "NO" for now.
 
 
*[WALKING_SPREADS_SPATTER_ADV:YES]
 
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[v0.31:Adventure_mode|Adventure Mode]].
 
 
*[PATH_COST:1:2:5:25]
 
The path finding costs associated with different traffic values.
 
 
*[COFFIN_NO_PETS_DEFAULT:NO]
 
When building a burial receptacle, the option to allow pets to be buried in it will default to NO if this is set to "YES".
 
 
*[STORE_DIST_ITEM_DECREASE:20]
 
*[STORE_DIST_SEED_COMBINE:1000]
 
*[STORE_DIST_BUCKET_COMBINE:1000]
 
*[STORE_DIST_BARREL_COMBINE:1000]
 
*[STORE_DIST_BIN_COMBINE:1000]
 
 
*[SHOW_IMP_QUALITY:YES]
 
If "YES" Dwarf Fortress will display the quality of items in the name. If you get annoyed by seeing items like *<*sword*>* you can
 
get rid of the outside ** by setting this to NO.
 
 
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
 
If "YES", inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.
 
 
*[LOG_MAP_REJECTS:NO]
 
If this is "YES", Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.
 
 
=== Adventure Mode ===
 
*[MORE:YES]
 
*[DISPLAY_LENGTH:23]
 
*[ADVENTURER_TRAPS:NO]
 
If you set this to "YES" your adventurer will trigger the traps of your old fortresses
 
*[ADVENTURER_ALWAYS_CENTER:YES]
 
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]
 
 
=== Nicknames ===
 
*[NICKNAME_DWARF:REPLACE_FIRST]
 
*[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
*[NICKNAME_LEGENDS:REPLACE_FIRST]
 
 
=== Embark Options ===
 
*[EMBARK_WARNING_ALWAYS:NO]
 
If this value is YES, then it will always pop up a warning screen when you embark (Like you get when you have [[v0.31:Water#Salt Water|Salt Water]] or an [[v0.31:Aquifer|Aquifer]] on-site)
 
*[SHOW_EMBARK_TUNNEL:FINDER]
 
*[EMBARK_RECTANGLE:4:4]
 
The size of the default embark site.
 
 
=== Wounds ===
 
*[WOUND_COLOR_NONE:7:0:1]
 
The color of body parts when there are no recorded active wounds on the part.
 
Default = white
 
 
*[WOUND_COLOR_MINOR:6:0:0]
 
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).
 
Default = brown
 
 
*[WOUND_COLOR_INHIBITED:6:0:1]
 
The color of body parts when there is any muscular, structural or functional damage without total loss.
 
Default = yellow
 
 
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]
 
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).
 
Default = bright cyan
 
 
*[WOUND_COLOR_BROKEN:4:0:1]
 
The color of body parts when the part has lost all structural integrity or muscular ability.
 
Default = bright red
 
 
*[WOUND_COLOR_MISSING:0:0:1]
 
The color of body parts when the part is completely gone.
 
Default = dark gray
 
 
=== Tiles ===
 
 
*[SKY:178:3:0:0]
 
The tile and color of areas that are far below the currently displayed z level.
 
The format is SKY:<character>:<foreground color>:<background color>:<brightness>. <character> can be either an ASCII number or a character in single quotes, like '#'.
 
 
*[CHASM:250:0:0:1]
 
The tile and color of areas that are far below the currently displayed z level while indoors.
 
The format is the same as for SKY above.
 
 
*[PILLAR_TILE:'O']
 
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.
 
 
*[VARIED_GROUND_TILES:YES]
 
If this is "YES" the ground will be varied randomly using the tiles ,.`'.
 
If this is "NO", only the period will be used for ground tiles.
 
 
*[ENGRAVINGS_START_OBSCURED:NO]
 
If this is "YES", all engravings are displayed initially looking the same. Otherwise all engravings have a random tile given to them initially.
 
 
*[SHOW_FLOW_AMOUNTS:NO]
 
If "YES" Dwarf Fortress displays water as numbers from 1-7 indicating depth.
 

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