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Difference between revisions of "User:0x517A5D"

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== Build ==
 
== Build ==
 +
<!--
 +
Esmullogem, "Fullpaint".  Could be worse.  Stroike the oith!
 +
 +
:Post mortem: abandoned in a fit of pique after striking the aquifer in the middle of my ore storage area and flooding the forging/smelting area below.  The bolt thing didn't work out.  I got nothing.  So that's 90 more points I can spend. Probably I'll buy 4p meats for more barrels.  I love me some barrels.
 +
 +
:Lessons learned: it's too easy to dig into an aquifer square.  There really should be a warning beyond the initial "dig cancelled".  Outdoor farming seems even more imbalanced than indoor farming.  All crops, all year around.  Maybe that will change when recipes are implemented.  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.  Garbage dumps should preferably be built on the same x/y coords on every z level, or selectively disabled as necessary.  Make magma channels two-wide or more for faster filling. 
 +
 +
:Still to do: I had planned to experiment with steel pumps to move magma around, but obviously never got there.  I want my magma moat, darnit!  I'm considering making all hallways out of up/down.  It would be ugly though.  I should experiment in seeing how many melted copper picks it takes to forge a copper battle axe.  If it's more than 1, than I'd need to bring enough supplies to start with two wagons.  Or buy some logs for the initial charcoal.  3p each, a fairly good deal.
 +
-->
 +
 
Currently running
 
Currently running
  
* a competent mason / proficient building designer / novice organizer /&nbsp;novice&nbsp;record&nbsp;keeper
+
* a single dwarf, legendary+5 in every skill<br/><br/>
* a proficient armorsmith / skilled metalsmith / novice furnace operator
 
* a proficient weaponsmith / skilled metalcrafter / novice furnace operator
 
* a proficient bowyer / proficient mechanic
 
* a skilled herbalist /&nbsp;novice&nbsp;bowyer /&nbsp;novice&nbsp;persuader /&nbsp;novice&nbsp;negotiator /&nbsp;novice judge&nbsp;of&nbsp;intent /&nbsp;novice&nbsp;appraiser /&nbsp;novice flatterer
 
* a proficient brewer / skilled grower / novice armorsmith
 
* a proficient cook / skilled grower / novice weaponsmith
 
  
And
+
* 4 steel picks
* 2 copper picks
+
* 4 steel battle axes
* 1 steel battle axe
+
* 10 steel crossbows
 +
* 50 steel bolts
 +
** Q: are these individual bolts or stacks of bolts?
 +
** if the former, they are very overpriced.
 
* 1 iron anvil
 
* 1 iron anvil
* 28 plump helmet spawn
+
* 50 of each seed
* 15 pig tail spawn
+
* 84 units of assorted alcohol, 21 of each type available
* 1 dimple cup spawn
+
* 15 plump helmet
* 1 cave wheat seed
+
* 15 turtles
* 1 sweet pod seed
+
* 1 of each type of meat
* 1 rock nut
+
* 1 of each type of fish
* 1 plump helmet
+
* 15 leather
* 4 units of assorted alcohol, 1 of each type available
+
* 15 pig tail cloth
* 11 turtles
+
* 1 of every small 10p and 15p gem
* 11 units of assorted 2p meats, 1 of each type available
+
* 5 small star rubies
* 11 units of assorted 4p meats, 1 of each type available
+
* 1 large star ruby
* 8 units of assorted 2p fish, 1 of each type available
+
* 100 tower-cap logs
* 2 units of assorted 4p meats, 1 of each type available
+
* 10 bauxite stones
* 6 dogs
+
* 18 bituminous coal stones
 +
* 9 magnetite stones
 +
* 6 charcoal blocks
 +
* 10 pearlash blocks
 +
* 15 cave spider silk ropes
 +
* 20 dogs
  
The drinks, plump helmet, meat, and fish are bought for the free barrels.  Most seeds are bought for the free bags.  Turtles are bought for the shells and bones.
+
Bomrekevost, "Whipsects" is a 6x6 map known to have hidden magma, chalk, marble.
  
I chose a 5x5 map which I had previously verified to have hidden magma, lots of limestone and marble, tons of magnetite, some coal, and lots of trees.
+
This guy thinks he's better than everyone else (and he's right; he is a minor god).  When immigrants show up, he will have them do unskilled and military jobs only.  He will do all skilled labor himself.  (Or I may decide that he's a hermit, and kill off immigrants.)
  
I wil play with using reveal this time.  I enjoy it more that way.
+
I expect this will be an interesting balancing act.
  
Esmullogem, "Fullpaint"Could be worse. Stroike the oith!
+
I will play with using reveal this timeI enjoy it more that way.
  
<!--
 
:Post mortem: abandoned in a fit of pique after striking the aquifer in the middle of my ore storage area and flooding the forging/smelting area below.  The bolt thing didn't work out.  I got nothing.  So that's 90 more points I can spend. Probably I'll buy 4p meats for more barrels.  I love me some barrels.
 
 
:Lessons learned: it's too easy to dig into an aquifer square.  There really should be a warning beyond the initial "dig cancelled".  Outdoor farming seems even more imbalanced than indoor farming.  All crops, all year around.  Maybe that will change when recipes are implemented.  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.  Garbage dumps should preferably be built on the same x/y coords on every z level, or selectively disabled as necessary.  Make magma channels two-wide or more for faster filling. 
 
 
:Still to do: I had planned to experiment with steel pumps to move magma around, but obviously never got there.  I want my magma moat, darnit!  I'm considering making all hallways out of up/down.  It would be ugly though.  I should experiment in seeing how many melted copper picks it takes to forge a copper battle axe.  If it's more than 1, than I'd need to bring enough supplies to start with two wagons.  Or buy some logs for the initial charcoal.  3p each, a fairly good deal.
 
-->
 
  
 
----
 
----

Revision as of 07:00, 20 December 2007

Build

Currently running

  • a single dwarf, legendary+5 in every skill

  • 4 steel picks
  • 4 steel battle axes
  • 10 steel crossbows
  • 50 steel bolts
    • Q: are these individual bolts or stacks of bolts?
    • if the former, they are very overpriced.
  • 1 iron anvil
  • 50 of each seed
  • 84 units of assorted alcohol, 21 of each type available
  • 15 plump helmet
  • 15 turtles
  • 1 of each type of meat
  • 1 of each type of fish
  • 15 leather
  • 15 pig tail cloth
  • 1 of every small 10p and 15p gem
  • 5 small star rubies
  • 1 large star ruby
  • 100 tower-cap logs
  • 10 bauxite stones
  • 18 bituminous coal stones
  • 9 magnetite stones
  • 6 charcoal blocks
  • 10 pearlash blocks
  • 15 cave spider silk ropes
  • 20 dogs

Bomrekevost, "Whipsects" is a 6x6 map known to have hidden magma, chalk, marble.

This guy thinks he's better than everyone else (and he's right; he is a minor god). When immigrants show up, he will have them do unskilled and military jobs only. He will do all skilled labor himself. (Or I may decide that he's a hermit, and kill off immigrants.)

I expect this will be an interesting balancing act.

I will play with using reveal this time. I enjoy it more that way.



Enable Magma Buildings

Helper utility for Rick's reveal.exe
enable_magma_buildings.zip

You need this utility in the case that you used the reveal utility, and there is a magma pool or pipe on your map that does not reach the surface. (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.)

Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the patch every time you start dwarfort.exe.

This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.


Map Data Voodoo

To find the map_data, map_x_count, map_y_count, and map_z_count in an unknown version of dwarfort.exe,

// find certain map data variables.
// this is the simplest type of search -- no meta tokens at all.
d = search(6, 0xC6, 0x44, 0x24, 0x38, 0x3E, 0xBF);
if (!d) { handlefailure; }

// however this math complicates it.
map_data_loc = peekd(d + 0x18);
map_x_count_loc = peekd(d + 0x1E);
map_y_count_loc = peekd(d + 0x24);
map_z_count_loc = peekd(d + 0x2A);

if (map_x_count_loc + 4 != map_y_count_loc || map_y_count_loc + 4 != map_z_count_loc) { handlefailure; }

printf("map: %08X %08X %08X %08X", map_data_loc, map_x_count_loc, map_y_count_loc, map_z_count_loc); 

Race Voodoo

To find the variable holding the index of the dwarven race,

// find dwarven race variable.  shows use of some of the simpler meta tokens.

d = search(5+4,
	// movsx reg1, word ptr dorf_race_id
	0x0F, 0xBF, ANYBYTE, HERE, ADDRESS,
	// cmp [reg2+8Ch], reg1
	0x39, ANYBYTE, DWORD_, 0x0000008C
);

if (!d) { handlefailure; }

dwarven_race_index_loc = peekd(d);

printf("dwarven_race_index at %08X", dwarven_race_index_loc);

Note: the variable is 16-bit: int16_t or uint16_t.

Main Creature Vector Voodoo

To find the main creature vector,

// find main (complete) creature vector.
// this one feels a bit fragile.
// note use of EOL instead of a true count.
d = search(1000,
	0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0x000004C8,
	0x8D, RANGE_LO,0x00, RANGE_HI,0x3F, RANGE_LO,0x80, RANGE_HI,0xBF,
	0x8B, RANGE_LO,0x00, RANGE_HI,0x3F, HERE, ADDRESS,
	0x85, ANYBYTE,
	EOL
);

if (!d) { handlefailure; }
main_creature_vector_loc = peekd(d) - 4;

// another way, also a bit fragile
d = search(1000,
	0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0x228,
	0x3B, RANGE_LO,0xC0, RANGE_HI,0xFF,
	JZ,
	0xB8, HERE, ADDRESS,
	CALL,
	0x8B, RANGE_LO,0xC0, RANGE_HI,0xFF,
	0x85, RANGE_LO,0xC0, RANGE_HI,0xFF,
	EOL
);
if (!d) { handlefailure; }
main_creature_vector_ptr_loc = peekd(d);

// a third way, now used in teleport22
d = search(1000,
	// mov reg1, [reg2+0C4h]
	0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0xC4,
	// mov ebx, [reg1]
	0x8B, RANGE_LO,0x00, RANGE_HI,0x3F,
	// mov edi, offset main_creature_vector
	0xBF, HERE, ADDRESS,
	// call sub_41CCF0
	CALL,
	EOL
);
if (!d) { handlefailure; }
main_creature_vector_ptr_loc = peekd(d);

So if one doesn't work, try the other.

Another Creature Vector Voodoo

// find "another" creature vector
d = search(1000,
	0xF7, RANGE_LO,0x80, RANGE_HI,0xBF,
	DWORD_, 0xE4, DWORD_, 0x02000000,
	JNZ,
	RANGE_LO, 0xB8, RANGE_HI, 0xBF, HERE, ADDRESS,
	CALL,
	EOL
);

if (!d) { handlefailure; }

another_creature_vector_loc = peekd(d);

Yet Another Creature Vector Voodoo

// find "yet another" creature vector

d = search(1000, 0xE8, ANYDWORD, 
	0x83, 0xC4, 0x10, 
	0x89, RANGE_LO,0x00, RANGE_HI,0x3F, HERE, ADDRESS,
	0x8D, RANGE_LO,0x40, RANGE_HI,0x7F, 0x24, ANYBYTE,
	EOL
);

if (!d) { handlefailure; }

yet_another_creature_vector_loc = peekd(d) - 8;

What The! — Another Creature Vector

To find this vector, first find dwarven_race_index_loc, then

// find "what the! another creature vector"
d = search(1000, 0xB8, HERE, ADDRESS,
	CALL,
	0x8B, RANGE_LO,0x00, RANGE_HI,0x3F, DWORD_, dwarven_race_index_loc,
	0x8B, RANGE_LO,0xC0, RANGE_HI,0xFF,
	0x6A, 0x09,
	EOL
);
if (!d) { handlefailure; }
whathe_another_creature_vector_loc = peekd(d);

Initial 7 Dwarves Voodoo

To find the the number of dwarves you start with, first find dwarven_race_index_loc, then

// this search does not work in .32a because the 7 was relocated far
// away from this region due to excessive optimization.
d = search(1000,
	0x4F, 0, 0, 0,
	CALL,
	SKIP_UP_TO, 8,
	HERE, DWORD_, 7,
	SKIP_UP_TO, 8,
	CALL,
	0x0F, 0xB7, ANYBYTE, DWORD_, dwarven_race_index_loc,
	EOL
);

if (!d) { handlefailure; }

number_of_dwarves_loc = d;

printf("initial number of dwarves = %d", peekd(number_of_dwarves_loc));

Initial Points Voodoo

To find the number of points you are allocated when starting,

d = search(10, 0x66, 0xC7, 0x83, ANYBYTE, ANYBYTE, 0, 0, HERE, 0xC8, 0);

if (!d) { handlefailure; }

initial_starting_points_loc = d;

printf("intial starting points = %d", peekw(initial_starting_points_loc));

Note that it is a int16_t variable.

Current Unit Focus Voodoo

To find the location of the current_unit_focus variable, try both of these patterns.

// find current unit focus variable

// method 1, may be fragile
d = search(5+5, 0x66, 0x83, ANYBYTE, ADDRESS, 0x16,
	0x89, ANYBYTE, HERE, ADDRESS, JNZ);

if (!d) { handlefailure; }

current_unit_focus_loc = peekd(d);
current_unit_focus = peekd(current_unit_focus_loc);

// method 2, may also be fragile
d = search(4+1+4+4, 0x3B, ANYBYTE, HERE, ADDRESS, JNZ,
	0x8B, ANYBYTE, 0x24, 0x18, 0x8B, ANYBYTE, DWORD_, 0x814);

if (!d) { handlefailure; }

current_unit_focus_loc = peekd(d);
current_unit_focus = peekd(current_unit_focus_loc);

I expect that at least one of them will work.