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{{Quality|Superior|06:14, 17 May 2015 (UTC)}}
{{Quality|Unrated}}
 
 
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[[File:cheat_controller_icon.png|130px|right]]
 
  
'''Cheating''' is altering the game to make ''Dwarf Fortress'' conceptually easier — this is distinct from [[exploit]]s, which take advantage of existing bugs or design oversights. 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 [[Utility:DFHack|special tools]]). As with using exploits, whether or not to cheat is down to personal taste — after all, the game is ''designed'' to be readily moddable. Too much cheating can spoil your experience of ''Dwarf Fortress'', but there are no other players to cheat — only yourself.
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'''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=
  
==Raw Editing==
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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 [[modding|modifications]] to a newly-generated world, edit the raw files located in the <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\</code> ''before'' generating the game.
 
  
 
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 gen, altering existing reactions or creatures being one example. 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.  
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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.
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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.
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[[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>
  
===Immune Dwarves===
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===No Needs Dwarves===
  
Don't want 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}})
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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] (may take on an unwinnable fight) [NOBREATHE] [AMPHIBIOUS] (just in case) [PARALYZEIMMUNE] [NOSTUN] [NONAUSEA] [NOPAIN] [NO_DIZZINESS] [NO_FEVERS] [WEBIMMUNE] [EXTRAVISION] (won't suffer from blindness) [FIREIMMUNE_SUPER] [MAGMA_VISION] and [NOEXERT] as well.
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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, 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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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]].
  
Also remove: [CREATURE_CLASS:GENERAL_POISON], [GETS_WOUND_INFECTIONS] and [GETS_INFECTIONS_FROM_ROT]
 
 
* Removing [MAXAGE] will prevent necromancer slabs from spawning.
 
 
* 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.
* Removing the [CAVE_ADAPT] tag will eliminate [[cave adaptation]] but will also remove bonuses for dwarves in caves.
 
 
NOTE* When generating a new world with the [no_eat] variable the world will crash, you can remove the [no_eat] variable while the world is being created and add it back before you 'accept' and save the new world.
 
  
 
===Pets for everyone===
 
===Pets for everyone===
Ever want [[cave dragon]]s, [[giant cave spider]]s, or even [[helmet snake]]s for pets?
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Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?<br />
 
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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.
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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, 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.
 
 
 
Alternatively, you can gain access to all in-game creatures as pets. Just add to mountain entity [ANIMAL] definition with only [ANIMALS_ALWAYS_PRESENT]. You can embark even with demons, humans, angels, night trolls and bronze colossi as pets. Intelligent creatures will be citizens, others will be pets and can change labors only with DFhack, but all will be tame. Don't embark with griffon, centaur, chimera and nothing, they will produce crash (have no body in raws)!
 
  
  
 
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]
 
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]
 
===Non-Threatening Webs===
 
Web-firing enemies (giant cave spiders, some forgotten beasts, titans and other super-fun things) are some of the most overpowered creatures in the game, able to easily tear an entire [[steel]]-clad militia apart no matter how well trained they might be. If you think that's not fair, add the [WEBIMMUNE] token to the dwarf creature's raws, which will make them unaffected by web attacks.
 
  
 
===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 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.
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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: 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.
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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.  It is believed 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.
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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]
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[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]
 
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]
  
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 have no effect in and of themselves.
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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.
  
 
  0:0:0:0:0:0:0                      unattainable
 
  0:0:0:0:0:0:0                      unattainable
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  5000:5000:5000:5000:5000:5000:5000  max
 
  5000:5000:5000:5000:5000:5000:5000  max
  
SKILL_RATE 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 the SLOW_LEARNER tag will get half of that.  
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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]
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</div>
 
</div>
  
===No more skill loss===
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===No More skill loss===
Are you tired of your dwarves 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.
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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 CREATURE:DWARF in creature_standard.txt
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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 18 years drinking your booze and eating your food without performing any work? Simply open creature_standard.txt, and under the dwarf entry replace [CHILD:18] with [CHILD:12], or whatever age you consider it appropriate for children to start working at.
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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>
  
If you want to use a different skill and workshop to make free thread:
 
<pre>
 
[REACTION:MAKE_COTTON_CANDY]
 
[NAME:make some cotton candy]
 
[BUILDING:KITCHEN:NONE]
 
[PRODUCT:100:1:THREAD:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:15000]
 
[SKILL:COOK]
 
</pre>
 
 
Alternatively, simply remove the inputs from the existing smelter reaction (accessible in Reaction_Smelter) and cheekily put a “10” in front of the output.
 
  
 
===Easy Flux, Sand, and Ore===
 
===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.  
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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.
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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 (if you modify the '''save''' raws, not the world generation file). Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.
 
  
 
===Easy Metal===
 
===Easy Metal===
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===Create Wood===
 
===Create Wood===
To create wood for free, add this to reaction_smelter. (don't forget the wood type, like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)
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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]
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[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/Magma===
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===Produce Water===
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...
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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]
</pre>
 
 
Heres a reaction to fill minecarts up with 2 levels of magma. Paste the reaction over any preexisting reaction you want (the example is MAKE_WAX_CRAFTS) leaving the original  REACTION, NAME, and BUILDING lines.
 
 
<pre>
 
[REAGENT:minecart:1:TOOL:ITEM_TOOL_MINECART:NONE:NONE
 
[PRESERVE_REAGENT]
 
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:833:LIQUID_MISC:NONE:INORGANIC:NONE]
 
[PRODUCT_TO_CONTAINER:minecart]
 
[PRODUCT_DIMENSION:150]
 
[SKILL:SMELT]
 
</pre>
 
 
 
NOTE: use stockpile links to restrict this
 
to Iron/Steel/Nickel/Candy carts, or risk spontaneous combustion in the workshop.
 
 
This is what it should look like when you are finished.
 
<pre>
 
[REACTION:MAKE_WAX_CRAFTS]                                        | THIS WAS HERE
 
[NAME:make wax crafts]                                    | BEFORE.
 
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_W]                      |     
 
[REAGENT:minecart:1:TOOL:ITEM_TOOL_MINECART:NONE:NONE]
 
[PRESERVE_REAGENT]
 
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:833:LIQUID_MISC:NONE:INORGANIC:NONE]
 
[PRODUCT_TO_CONTAINER:minecart]
 
[PRODUCT_DIMENSION:150]
 
[SKILL:SMELT]
 
 
</pre>
 
</pre>
  
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[PERMITTED_REACTION:MALACHITE_MUSE]
 
[PERMITTED_REACTION:MALACHITE_MUSE]
 
[PERMITTED_REACTION:CASSITERITE_CAROL]
 
[PERMITTED_REACTION:CASSITERITE_CAROL]
</pre>
 
 
'''Free leather reaction:'''
 
 
<pre>
 
[REACTION:MAKE_LEATHER]
 
[NAME:create leather]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:20:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:FISH_CAVE:LEATHER]
 
[SKILL:SMELT]
 
</pre>
 
 
===Free Soap from the practice workshop===
 
This reaction changes the "practice_bonecarving" reaction into a create soap reaction which creates elf soap. And it uses the crossbow skill for some reason.
 
 
<pre>
 
[REACTION:PRACTICE_BONECARVING]
 
[NAME:create soap]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[PRODUCT:100:1:BAR:NONE:CREATURE_MAT:ELF:SOAP][PRODUCT_DIMENSION:150]
 
[SKILL:CROSSBOW]
 
 
</pre>
 
</pre>
  
 
=Memory Hacking=
 
=Memory Hacking=
[[File:dfhack_cmd.png|thumb|200px|right|DFHack console, one of the easiest ways to cheat and/or run scripts.]]
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Memory hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack|DFHack]], which provides complete access to most of Dwarf Fortress's internal memory through C++ plugins as well as Lua and Ruby scripts.
 
 
Memory hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack|DFHack]], which provides complete access to most of ''Dwarf Fortress'' internal memory through C++ plugins as well as Lua scripts.
 
 
 
 
 
{{D for Dwarf}}
 
For When Losing Is Too Fun
 
 
 
[[ru:Cheating]]
 

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