v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:0x517A5D

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
== Build (very old) ==
+
== Build ==
 
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
 
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
  
Line 17: Line 17:
 
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.
 
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.
 
* 5 mason / 5 furnace operator
 
* 5 mason / 5 furnace operator
:Mining, blocks for buildings and pumps, maybe some furniture.  Also makes coke and charcoal for glassmaking.
+
:Mining, blocks for buildings and pumps, maybe some furniture.
  
 
Note the lack of metalworking skills.  I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark.  Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want.  Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless.  I'm looking at ''you'', tanning/leatherworking.
 
Note the lack of metalworking skills.  I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark.  Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want.  Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless.  I'm looking at ''you'', tanning/leatherworking.
Line 28: Line 28:
  
 
* 4 copper picks
 
* 4 copper picks
* no axes (use training axe exploit)
+
* 1 wooden training axe (exploitative)
 
* 1 iron anvil (not really needed)
 
* 1 iron anvil (not really needed)
 
* 25 rock nuts
 
* 25 rock nuts
Line 34: Line 34:
 
* 1 each of other seeds/spawn (for bags)
 
* 1 each of other seeds/spawn (for bags)
 
* 11 each of the 4 dwarven alcohols
 
* 11 each of the 4 dwarven alcohols
* 16 plump helmets (for wine & seeds)
+
* 11 plump helmets (for wine, and for the barrels)
 
* 1 each of all 2P/4P meat/fish (for barrels)
 
* 1 each of all 2P/4P meat/fish (for barrels)
 
* 1 of each available type of milk (for barrels)
 
* 1 of each available type of milk (for barrels)
Line 46: Line 46:
 
* 40 sand (for bags)
 
* 40 sand (for bags)
 
* 4 dogs (1 male, 3 female)
 
* 4 dogs (1 male, 3 female)
* as many logs as possible, around 20.
+
* 30 logs.
 
<br/>
 
<br/>
 
The rules this time:
 
The rules this time:
Line 129: Line 129:
 
* (Unknown)
 
* (Unknown)
 
* Profit!
 
* Profit!
 +
 +
<!--
 +
== Regional Prospector ==
 +
 +
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].
 +
 +
 +
The original functionality of <b>RP</b> has been rolled into <b>DF</b>, but the magma highlighting and longitude/latitude/seed display has not.  I am considering updating <b>RP</b>, and probably will.
 +
 +
----
 +
-->
 +
 +
== Stone Sense ==
 +
 +
=== Stone Sense ===
 +
 +
[http://dffd.wimbli.com/file.php?id=2066 Download Stone Sense 1.0]
 +
 +
Stone Sense is a utility for Dwarf Fortress that adds a sort of radar to miners, so that they can detect what is inside the rock near the location where they are digging.
 +
 +
It is currently VERY overpowered as it reveals 289 squares (17x17) instead of the normal 9 squares (3x3).  Future plans include basing the amount revealed on the skill of the miner.
 +
 +
To use it, first start Dwarf Fortress.  Then run stone_sense.exe.  Finally, go to the bottommost level and mark the whole level for digging, then unmark it.  That forces all map blocks to be populated with valid data.  (Nothing bad happens if you don't, but map squares in unallocated map blocks aren't revealed.)
 +
 +
One commandline parameter is supported: the radius to use.  Values can range from 1 (Dwarf Fortress's default) to 125.  Example:
 +
stone_sense.exe 10
 +
 +
 +
The utility does not need to be in the same directory as Dwarf Fortress.
 +
 +
Note: this utility patches the in-memory copy of Dwarf Fortress, not the program file.  Accordingly, you will need to run it every time you start Dwarf Fortress.
 +
 +
Should work with .32a through .40d and beyond.  Version 1.0, 20100411, now works with the 0.31.* (DF2010) releases.
 +
 +
Known bugs:
 +
 +
:Unallocated parts of the map are not revealed.  To work around this, do the same thing that Reveal requires: go to the bottommost level that you care about and designate the whole thing for digging, then remove the designation.  [WONTFIX].
 +
 +
:I have encountered one unexpected occurrence: a section of the map was revealed as if I had dug it out, but I had nothing marked there and no dwarves near it.  The reveal was centered on a pool, and when I looked, there was a fox about three squares away.  I think the fox went for a short swim, and this triggered the function I call reveal_mining().  [WONTFIX, probably]
 +
 +
----
 +
 +
== German Menu ==
 +
 +
[http://dffd.wimbli.com/file.php?id=913 Download German Menu beta1]
 +
 +
== Reveal2 ==
 +
 +
I have updated [[User:Rick|Rick/Gibbed's]] Reveal utility to work with Vista and Windows 7.  In addition, it should be able to work with all versions of Dwarf Fortress without the need to edit an .INI file.  It is on the DFFD at [http://dffd.wimbli.com/file.php?id=1044 Reveal2].
 +
 +
For the .31.* releases, you will need to edit REVEAL2.INI, until I get around to updating the search patterns.  Here's the current data:
 +
<pre>; .31.01
 +
[4BB45F99]
 +
dwarf_fortress=0x00A5DD94
 +
map_data=0x016AD718
 +
map_x_count=0x016AD738
 +
map_y_count=0x016AD73C
 +
map_z_count=0x016AD740
 +
map_data_designation_offset=0x29C
 +
 +
; .31.02
 +
[4BBDF378]
 +
dwarf_fortress=0x00A5DD94
 +
map_data=0x016AD718
 +
map_x_count=0x016AD738
 +
map_y_count=0x016AD73C
 +
map_z_count=0x016AD740
 +
map_data_designation_offset=0x29C
 +
 +
; .31.03
 +
[4BC3C470]
 +
dwarf_fortress=0x00A5ED94
 +
map_data=0x016AE760
 +
map_x_count=0x016AE780
 +
map_y_count=0x016AE784
 +
map_z_count=0x016AE788
 +
map_data_designation_offset=0x29C</pre>

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)