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Editing 40d Talk:Cheating

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I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.
 
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.
 
  
 
Anyways.  Here's the reaction I'm attempting:
 
Anyways.  Here's the reaction I'm attempting:
  
[REACTION:STONE_FOOD]
+
[REACTION:STONE_FOOD]
[NAME:make food from stone!]
+
[NAME:make food from stone!]
[SMELTER]
+
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
+
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]
+
[PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]
  
 
I've tried many variations on the product:
 
I've tried many variations on the product:
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]
+
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]
[PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]
+
[PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]
+
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]
[PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]
+
[PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]
  
 
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called "plants".  These do wither.  I don't know what I'm missing.
 
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called "plants".  These do wither.  I don't know what I'm missing.
 
--Aescula (unregistered)
 
--Aescula (unregistered)
:Try [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]. Also, it's probably not possible to smelt prepared food, as they are composite items. --[[User:Quietust|Quietust]] 14:19, 23 December 2009 (UTC)
+
 
 
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. >_> --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)
 
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. >_> --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)
 +
 
::Unfortunately, no.  That's another result that produces nothing.  I'm still trying combinations.  I'll even take something that makes raw food. --Aescula
 
::Unfortunately, no.  That's another result that produces nothing.  I'm still trying combinations.  I'll even take something that makes raw food. --Aescula
:::Try the combination I originally posted (which Sz apparently deleted when he posted his reply) - I specifically tested it, and it worked. --[[User:Quietust|Quietust]] 16:41, 24 December 2009 (UTC)
 
 
Also failed:
 
[PRODUCT:100:1:ITEM_FOOD:ROAST:PLANT:MUSHROOM_HELMET_PLUMP]
 
[PRODUCT:100:1:FOOD:FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]
 
[PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]
 
 
This is perplexing. --Aescula
 
 
*Many items simply ''cannot'' be made via reactions, at this time.  Prepared food is one of them.  And you ''cannot'' have a reaction that creates a barrel of booze.  Also, armor and clothing ''cannot'' be made in the correct size.  You'll have to wait until the Burrows version comes out for fancy smelting like that.  Until then, you can ''only'' make raw food, and your dwarves will have to cook/brew it themselves. [[User:Arrkhal|Arrkhal]] 16:13, 24 December 2009 (UTC)
 
 
Quietust, THANK YOU!  Your combination did indeed work.  This will let me actually try the game without running into an immense problem of lazy, starving dwarves.  And Arrkhal, I was hoping for any sort of food.  The problem I've always had is that my dwarves refuse to farm.  They'll work kitchens, butcher shops, fisheries, etc.  Just not a farm plot.  Now, they will live <3  Thank you all for your help, and...  Maybe post this on the page.  Here's the final code:
 
 
[REACTION:STONE_FOOD]
 
[NAME:make food from stone!]
 
[SMELTER]
 
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
 
[PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]
 
 
--Aescula
 
*Do you have seeds of the plant you're trying to grow?  The game currently doesn't notify you if you don't.  If your dwarves refuse to farm, this is the most likely reason why.  (Also, make sure that you have a dwarf with the Farming (Fields) labor enabled and that your crop is either entirely above ground or entirely underground.)  --[[User:LaVacaMorada|LaVacaMorada]] 05:03, 25 December 2009 (UTC)
 
 
::And don't forget to press A, B, C, and D to see what the dwarves will plant for each season!  That's a pretty common mistake. -[[User:Arrkhal|Arrkhal]] 22:52, 25 December 2009 (UTC)
 
 
:::I've done these.  Does it stop planting if you set seasonal planting to yes, while you don't have potash? --Aescula
 
 
Eep!  Warning!  This current setup is capable of telling your dwarves to use ANY stone to do it.  I just had to save a set of gold nuggets from this grisly fate! --[[User:Aescula|Aescula]] 09:54, 28 December 2009 (UTC) Hey, look!  I registered!
 
 
== Manipulating Immigration ==
 
 
For the sake of stress testing different designs I've been long considering the option of forcing very large waves of migrants to appear, but as far as I can tell, this has been unexplored. Anybody have any pointers/method?
 
 
:A cheating program that changes memory addresses might help.  When a dwarven trade convoy comes around, find the value of their caravan, and then change it to like 99999999, until they leave.  That should trigger an enormous wave of immagrants. --[[User:Aescula|Aescula]] 22:44, 31 December 2009 (UTC)
 
 
== Meat with the Smelter? ==
 
 
Is it actually possible to produce Meat with the Smelter?
 
 
If so, is this right?
 
 
[REACTION:FREE_MEAT] <br />
 
[NAME:Cowmeat]<br />
 
[SMELTER]<br />
 
[PRODUCT:100:1:MEAT:NO_SUBTYPE:MEAT:COW]
 
 
== Suggestion on something that shouldnt be nessessary to cheat ==
 
 
I beleve toady shoulda gotten rid of starting points system or and instead used it as a challenge setting, showing like 1-to-300 points as elite, 301-1000 normal so on 1001++infinity noobie :P
 
See no reson for why it must be cheated inn, if sombody needs to start whit more goods to begin whit, else we will never see sombody starting out whit a steel disk for that early grinding trap fun that makes alot of splattery of normal animals :P seeing it costs 3000 points lol :P
 
 
In anycase if i wanted to be real challenge id just start out whit a pickaxe and a axe of lower quality of corse.
 
 
Hope my point gets seen :x
 

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