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== Build (very old) ==
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== 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.
  
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.
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My usual build is a defender/mayor, three fort-maintainers, two wealth-creators, and a dealer's-choice.
  
* 4 ambusher / 2 crossbowman / 1 negotiator / 1 judge of intent / 1 appraiser / 1 pacifier
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This time I went with mason and weaponsmith for the dealer's choice.  I did this because my self-imposed rules this time allow for stone furniture.
:Immediately drafted as sole early protection.  Starts with a free crossbow due to ambusher skill.  May mine if area seems safe.  Cross-trained as weaponsmith.
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* 5 diagnostician / 4 surgeon / 1 wound dresser
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This was a no-anvil build, so it is resource-heavy.
:Woodcutting, mining.  Cross-trained as weaponsmith.
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* 5 ambusher / 2 negotiator / 1 judge of intent / 1 appraiser / 1 pacifier
 
* 5 grower / 5 brewer
 
* 5 grower / 5 brewer
:Fortress maintenance, incidental tasks.  Mines until underground farm area is prepared.  Cross-trained as armorsmith.
 
 
* 5 grower / 5 cook
 
* 5 grower / 5 cook
:Fortress maintenance, wealth creation (prepared meals), incidental tasks.  Mines until underground farm area is prepared.  Cross-trained as armorsmith.
 
 
* 5 mechanic / 5 herbalist
 
* 5 mechanic / 5 herbalist
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.
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* 5 metalcrafter / 5 furnace operator
 
* 5 carpenter / 5 glassmaker
 
* 5 carpenter / 5 glassmaker
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.
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* 5 mason / 5 weaponsmith
* 5 mason / 5 furnace operator
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<br/>
:Mining, blocks for buildings and pumps, maybe some furniture.  Also makes coke and charcoal for glassmaking.
 
 
 
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.
 
 
 
I am now mixing the early wealth creation roles with the fortress maintenance roles.  This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.
 
 
 
I am not convinced that there is much need to buy medical skills during embark.  Diagnostician appears to be the most important of the medical skills.
 
 
 
I am growing colder on buying masonry at embark time.  It is redundant to carpentry, glassmaking, and the metalworking skills.
 
 
 
 
* 4 copper picks
 
* 4 copper picks
* no axes (use training axe exploit)
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* 1 steel axe
* 1 iron anvil (not really needed)
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* 0 anvils
* 25 rock nuts
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* 20 plump helmet spawn
* 15 pig tail seeds
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* 20 pig tail seeds
 
* 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)
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* 1 plump helmet (for the barrel)
* 1 each of all 2P/4P meat/fish (for barrels)
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* 20 turtles (allowed to rot for bones & shells)
* 1 of each available type of milk (for barrels)
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* 1 each of all 2P/4P/6P meat/fish (for barrels)
* 20 bituminous coal (-> coke -> glass and metalworking)
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* 50 bituminous coal (-> coke -> smelting and forging)
* 2 pieces 5P leather (reserved for moods)
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* 10 native silver (for wealth creation)
* 2 cave spider silk thread (reserved for moods)
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* 0 bauxite (see trap rules below)
* 1 10P small cut gem (reserved for moods)
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* 20 pieces 5P leather, assorted (-> bags, 2 reserved for moods)
* 4 kimberlite (for color-coded levers)
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* 1 pig tail cloth (reserved for moods)
* 4 petrified wood (for color-coded levers)
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* 1 silk cloth (reserved for moods)
* 4 olivine (for color-coded levers)
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* 4 dogs
* 40 sand (for bags)
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* as many logs as possible, around 75.
* 4 dogs (1 male, 3 female)
 
* as many logs as possible, around 20.
 
 
<br/>
 
<br/>
 
The rules this time:
 
The rules this time:
 
* No moat-the-map or wall-the-map.
 
* No moat-the-map or wall-the-map.
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.
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* No aboveground stonefall traps.
* Non-stonefall traps only in constructed or excavated & smoothed areas.  Traps in excavated dirt areas must have a stone floor built on that tile.
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* Non-stonefall traps only in constructed or excavated & smoothed areas.  Traps in dirt areas must have a stone floor built on that tile.
* Metal mechanisms for all non-stonefall traps, all gears, all machines.  Stone mechanisms are only for trade.
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* Metal mechanisms (modded in) for all non-stonefall traps, all gears, all machines.
 
* <s>All furniture to be made of wood, metal, or glass.</s>
 
* <s>All furniture to be made of wood, metal, or glass.</s>
* All structures to be built with blocks or bars.
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* All structures to be built with blocks.
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material.  Non magma-safe pumps are allowed.
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* All construction to be done with blocks. <font size=-1>(maybe.)</font>
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.
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* Furnaces must be made out of fire-safe material; magma furnaces and magma pumps must be made out of magma-safe material.
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* No non-armor clothing(Modded out.)
 +
* Aquifers modded out.
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* GRASSTRAMPLE cut to 1 for civilized and domestic species.
 
* Flours and sugar modded out.
 
* Flours and sugar modded out.
 +
* Pig iron -> steel reaction does not require coke.  (Modded.)
  
  
 
Depending on the map, the defender/mayor either becomes a soldier or a miner.  (He starts with a free crossbow and bolts because of the ambusher skill.)  Either way, turn off hunting.  If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.
 
Depending on the map, the defender/mayor either becomes a soldier or a miner.  (He starts with a free crossbow and bolts because of the ambusher skill.)  Either way, turn off hunting.  If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.
  
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds.  2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.
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The metalcrafter mines or refines coal & smelts metal.
  
Depending on the map, the initially-unskilled miners may dig out large areas of soil to level up.  Digging soil is much faster than digging rock and gives the same experience.  This is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs.  This gives experience twice or three times per tile.  Note that tiles with down-stairs cannot grow shrubs/trees.
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The mechanic/herbalist makes some high-value mechanisms, then gathers plants if the map is safe enough, or mines.
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 +
<s>The carpenter/glassmaker makes 4 tables and chairs, and a few beds.  2 tables and chairs are made into offices for the bookkeeper and manager, 2 more are made into a dining room.</s>  As I am allowing stone furniture this game, the carpenter will only make beds.
 +
 
 +
The two growers farm, cook, and brew.
 +
 
 +
The dealer's choice dwarf probably mines.
 +
 
 +
Depending on the map, they may dig out large areas of soil to level up.  Digging soil is much faster than digging rock and gives the same experience.  This is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs.  This gives experience twice or three times per tile.
  
 
I like to get immigrants as soon as possible, and as many as possible.  I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth.  (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)
 
I like to get immigrants as soon as possible, and as many as possible.  I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth.  (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)
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<s>Immediately forbid the bauxite so it is not used by workshops.  Reclaim it later to build the floodgates and mechanisms.</s>  (See this game's trap rules above.)
  
 
Immediately set reserved barrels to 20 or so.  You want those barrels for booze.
 
Immediately set reserved barrels to 20 or so.  You want those barrels for booze.
  
Start cooking all that food.  <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.
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Start cooking all that food.  Don't cook the turtles, dump them somewhere underground to rot.  Cook all of the other fish, unless you expect to need the bones for ammo.  Forbid the booze barrels that are totally full; cook the rest of the booze.  Cook the seeds to recover their bags.
  
 
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
 
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
Line 81: Line 82:
  
 
Dig cisterns to hold pond water in case it evaporates.  (Not necessary if the map is cold or has running water.)  The cisterns must be in a rock layer to prevent evaporation.
 
Dig cisterns to hold pond water in case it evaporates.  (Not necessary if the map is cold or has running water.)  The cisterns must be in a rock layer to prevent evaporation.
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Make an indoor refuse pile that only accepts shells and bones, so that you don't lose the turtle shells.  If you have an outdoor refuse pile, set the indoor one to take from the outdoor one.
  
 
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.
 
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.
Line 88: Line 91:
 
Think big, there's lots of room.  But remember to centralize as well.   
 
Think big, there's lots of room.  But remember to centralize as well.   
  
Vertical connectivity is king.  An up/down staircase takes no longer to dig than an empty square, and has much more potential.  You can't put a building on an up/down, but you can put a stockpile or zone on it.  <sub>If you can tolerate the flashing.</sub>
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Vertical connectivity is king.  An up/down staircase takes no longer to dig than an empty square, and has much more potential.  You can't put a building on an up/down, but you can put a stockpile or zone on it.   
  
 
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.
 
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.
Line 129: Line 132:
 
* (Unknown)
 
* (Unknown)
 
* Profit!
 
* Profit!
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== Regional Prospector ==
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 +
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].
 +
 +
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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 ==
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 +
=== Stone Sense ===
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 +
[http://dffd.wimbli.com/file.php?id=2066 Download Stone Sense 1.0]
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 +
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.
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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.
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 +
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.)
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One commandline parameter is supported: the radius to use.  Values can range from 1 (Dwarf Fortress's default) to 125.  Example:
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stone_sense.exe 10
 +
 +
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The utility does not need to be in the same directory as Dwarf Fortress.
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 +
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.
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Should work with .32a through .40d and beyond.  Version 1.0, 20100411, now works with the 0.31.* (DF2010) releases.
 +
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Known bugs:
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: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].
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: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]
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----
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== German Menu ==
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[http://dffd.wimbli.com/file.php?id=913 Download German Menu beta1]
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== Reveal2 ==
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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].
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 +
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:
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<pre>; .31.01
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[4BB45F99]
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dwarf_fortress=0x00A5DD94
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map_data=0x016AD718
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map_x_count=0x016AD738
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map_y_count=0x016AD73C
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map_z_count=0x016AD740
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map_data_designation_offset=0x29C
 +
 +
; .31.02
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[4BBDF378]
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dwarf_fortress=0x00A5DD94
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map_data=0x016AD718
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map_x_count=0x016AD738
 +
map_y_count=0x016AD73C
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map_z_count=0x016AD740
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map_data_designation_offset=0x29C
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; .31.03
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[4BC3C470]
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dwarf_fortress=0x00A5ED94
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map_data=0x016AE760
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map_x_count=0x016AE780
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map_y_count=0x016AE784
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map_z_count=0x016AE788
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map_data_designation_offset=0x29C</pre>

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