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Difference between revisions of "User:0x517A5D"

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(Updating my user page with a new utility)
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Currently running
+
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
  
* proficient weaponsmith / skilled metalcrafter / novice furnace operator
+
My latest build was:
* proficient armorsmith / skilled metalsmith / novice furnace operator
 
* proficient bowyer / proficient mechanic
 
* proficient mason / proficient building designer
 
* proficient cook / proficient grower
 
* proficient brewer / proficient grower
 
* novice ambusher / novice persuader / novice negotiator / novice liar / novice judge of intent / novice appraiser / novice consoler / no-prefix pacifier
 
  
* 3 copper picks
+
* 5 weaponsmith / 4 metalcrafter / 1 furnace operator
* no axes
+
* 5 armorsmith / 4 metalsmith / 1 furnace operator
 +
* 5 mechanic / 5 architecture (building designer)
 +
* 3 mason / 3 carpenter / 4 glassmaker
 +
* 1 ambusher / 1 persuader / 1 negotiator / 1 liar / 1 judge of intent / 1 appraiser / 2 consoler / 2 pacifier
 +
* 3 grower / 2 herbalist / 5 brewer
 +
* 3 grower / 2 herbalist / 5 cook
 +
<br/>
 +
* 4 copper picks
 +
* 0 axes
 
* 1 anvil
 
* 1 anvil
* 1 plump helmet (for barrels)
+
* 1 plump helmet (for the barrel)
* 25 plump helmet spawn
+
* 21 plump helmet spawn
* 25 pig tail seeds
+
* 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 alcohols (for barrels)
+
* 11 dwarven rum
 +
* 1 each of dwarven ale, beer, and wine (for barrels)
 
* 11 turtles (for bones & shells)
 
* 11 turtles (for bones & shells)
 
* 1 each of all 2P/4P meat/fish (for barrels)
 
* 1 each of all 2P/4P meat/fish (for barrels)
* 15 bituminous coal (-> coke)
+
* 16 bituminous coal (-> coke -> smelting and forging, a few glass furniture)
* 5 malachite (-> bronze & brass)
+
* 19 tetrahedrite (2 -> copper -> axe and leggings, the rest -> billon -> goblets)
* 2 cassiterite (-> bronze axe, bronze armor)
+
* 10 pieces 5P leather, assorted (-> bags for glassmaking, 2 reserved for moods)
* 3 sphalerite (-> 6*3 brass mugs)
+
* 1 pig tail cloth (reserved for moods)
* 8 cobaltite or cinnabar (build workshops, forge, smelter)
+
* 1 silk cloth (reserved for moods)
* 8 bauxite (-> 6 mechanisms, 2 floodgates)
 
* 10 pieces 5P leather, assorted (-> bags for glassmaking)
 
 
* 4 dogs
 
* 4 dogs
  
Note that the cobaltite is technically not necessary &mdash; the bauxite could be used, then when it is needed later, the workshops could be deconstructed.  Or mined stone could be used.  I use cobaltite because it is so visible.
+
No bauxite this time, it's so common in sedimentary layers.
 +
::(Which did not work out, as I ended up with none on the map.)
  
  
The map needs to have moderate or thick vegetation, and at least some trees.
+
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 billon goblets to increase the fortress's created wealth(Making billon is a bug exploit, you may wish to use fine pewter instead.)
 
 
Immediately turn off cooking of turtles and cave lobstersConsider turning off cooking of other fish.
 
  
 
Immediately forbid the bauxite so it is not used by workshops.  Reclaim it later to build the floodgates and mechanisms.
 
Immediately forbid the bauxite so it is not used by workshops.  Reclaim it later to build the floodgates and mechanisms.
Line 50: Line 50:
 
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.
  
Also set food piles to 0 barrels, except the seedpile should allow 1.  This means you need more space devoted to food piles, but you can see at a glance how much food you have.  (Note: you will lose more food to vermin this way.)
+
Tear down the wagon, build a kitchen and a mason's shop.
  
Cook the starting booze and food to free up the barrels.  Maybe keep one barrel of the starting booze.  Cook the seeds, except plump helmet and pig-tail, to free up the bags. (You need to remember to re-disable cooking the seeds after you get more from the dwarven caravan.)
+
Start cooking all that food.  Even the fish, except the turtles and cave lobster.  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.
 +
 
 +
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.
  
 
Customize food piles to not accept booze, seeds, or dye plants.  Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen).  It's too early for dyeing, so we don't want to waste the space.  And a seedpile is best made near your farm.
 
Customize food piles to not accept booze, seeds, or dye plants.  Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen).  It's too early for dyeing, so we don't want to waste the space.  And a seedpile is best made near your farm.
  
Depending on the map, the mayor is either drafted or gathers plants(He starts with a free crossbow because of the ambusher skill.) Either way, turn off huntingHe may switch to woodcutting after the axe is available.
+
Also set food piles to 0 barrels, except the seedpile should allow 1This means you need more space devoted to food piles, but you can see at a glance how much food you have(Note: supposedly you will lose more food to vermin this way.)
  
The armorsmith and mechanic dig.  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 stages: dig an up stairway, then remove itI believe this gives experience twice per tile.
+
The armorsmith and mechanic dig.  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 stairsThis gives experience twice or three times per tile.
  
The weaponsmith burns a piece of the wagon to charcoal, makes coke, smelts, makes alloys, makes gobletsWhen this is done, he digs.  He does not make the axe.
+
Dig a few pieces of stone, make blocks, build other workshops and furnaces(I build out of blocks for roleplaying flavor.)
  
The mason mostly hauls.  He also trains the dogs into war dogs.  Later, he may cut wood.
+
Then dig cisterns to hold pond water in case it evaporates.
  
The brewer gathers plants and brews them.  After the initial food is cooked, the cook gathers plants.  Assign war dogs to each as soon as they are available.
+
Burn the last piece of the wagon to charcoal, convert 3 pieces of coal to coke, smelt 2 tetrahedrite to copper.
  
When there's enough seeds, the brewer and cook switch to aboveground farmingOr they may move directly to belowground farming.
+
Depending on the map, the mayor is either drafted or hauls.  (He starts with a free crossbow because of the ambusher skill.)  Either way, turn off huntingHe may switch to woodcutting after the axe is available.
  
The mayor, cook, and brewer each make either the axe or a piece of armor.  This teaches them a desired skill in case they get a strange mood laterAlternately, one may make a trade item out of green glass, or a crossbow out of wood.
+
The weaponsmith burns wood, makes coke, smelts, makes alloys, makes gobletsWhen this is done, he digs or hauls.
  
With mined stone, build an armorstand and two tables and chairsMake a barracks and a dining room inside.
+
He does not make the axe.  Probably the mayor makes itOr the brewer or cook, whoever's free.
  
Move the food and crafted items inside as soon as possible.
+
The mayor builds a kennels, trains at least 2 war dogs, then gathers plants.  Or gathers sand.  Or cuts down a few trees.  Or hauls.  Or, if he's a soldier, someone else trains the dogs and then assigns them to him.
 +
 
 +
The craftsdwarf makes an armor stand and two tables and chairs out of whatever materials are common.  Rock or glass preferably unless the map is just covered with trees.
  
 
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.
 
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.
Line 78: Line 84:
 
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.
  
If you immediately make bags out of the leather for sand gathering, make them far away from the still.  Also put the glass furnace far away.  It might work to forbid them as they are made, and suspend brewing during their creation.
+
If you immediately make bags out of the leather for sand gathering, make them far away from the still.  Also put the glass furnace far away.  It might work to forbid them as they are made, and suspend brewing during their creation. (This may no longer be necessary in the newest versions.)
 
 
----
 
 
 
== Enable Magma Buildings ==
 
Helper utility for Rick's reveal.exe<br/>
 
[http://www.yourfilehost.com/media.php?cat=other&file=3935enable_magma_buildings.zip enable_magma_buildings.zip]
 
  
You need this utility in the case that you used the reveal utility, and
+
Got to learn to go for early defense -- I abandon more forts because of ambushes than anything else.  Moat the map as part of digging practice. Leave a few squares for wagons or dig a tunnel.  Trap them with stones or glassLater dig a wagon route under the moat, trap it, drawbridge it.
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 outThat worked in the old version.)
 
  
Because there is no actual flag that controls whether magma has been seen
+
I am making heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows.
(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. 
+
== Regional Prospector ==
It is expected to work with future releases of Dwarf Fortress.
 
 
 
----
 
 
 
== Seekret Projekt ==
 
  
 
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].
 
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].
  
Thank you to all who beta tested and left feedback.  I appreciate your help.
 
  
<br/><br/>
+
The original functionality of <b>RP</b> has been rolled into <b>DF</b>, but the magma highlighting and longitude/latitude/seed display has notI am considering updating <b>RP</b>, and probably will.
 
 
Beta2 with the enhancement that regional map squares with magma are given a red background.
 
[http://www.yourfilehost.com/media.php?cat=other&file=regional_prospector_beta2.zip regional_prospector_beta2.zip]
 
 
 
<br/>Beta3 with better magma highlighting, Latitudes rolled in, and Seed rolled in.<br/>
 
[http://www.yourfilehost.com/media.php?cat=other&file=regional_prospector_beta3.zip regional_prospector_beta3.zip]
 
 
 
Known limitations and bugs:
 
* Caves are not displayed.  [MAYFIX]
 
* sometimes a magma pool reaches the surface.  The program still displays that as a single red tilde.  [WONTFIX]
 
* There have been two verified reports of this program showing a magma feature, but the game having an empty pipe or pool.  One of those cases involved a magma feature next to a goblin outpost; the other is not understood.  Investigation did show that the magma feature flag was set in both reports.  [WONTFIX]
 
* <strike>(v2 beta) I don't know how to populate a certain data structure, so in some cases a 16x16 block will not be highlighted properly until you have moved the cursor over it.  I may or may not be able to fix this.</strike> Resolved in beta3.
 
* (v2 beta) On the Region map, haunted, sinister, and terrifying locations with magma: it is almost impossible to read a dark magenta symbol against the dark red background, and it is truly impossible to read a dark red symbol against the dark red background.  [WILLFIX]
 
* (v2 beta) Some deep-ocean region cells are marked as having magma.  I have verified that the game does flag them as magma.  [WONTFIX]
 
* (v3 beta) Seeds greater than 2<sup>31</sup> are displayed as negative numbers.  [MAYFIX]
 
 
 
Only tested with <b>DF</b> version .33gMay crash <b>DF</b>; report this.
 
  
 
----
 
----
  
== Latitudes ==
+
== Stone Sense ==
  
[http://www.yourfilehost.com/media.php?cat=other&file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.  Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.
+
[[http://dffd.wimbli.com/file.php?id=526 Stone Sense beta1]]
<br/><br/>
 
Latitudes is obsolete &mdash; its functionality has been rolled into Dwarven Prospector version 2.
 
----
 
 
 
== Art Defacement ==
 
 
 
[http://www.yourfilehost.com/media.php?cat=other&file=art_beta1.zip beta1].  Doesn't immediately update affected dwarf's moods.
 
 
 
----
 
  
== All Voodoo is Out of Date ==
+
Currently in beta.  Too powerful at the moment, as it reveals 289 tiles (17x17) instead of the normal 9 (3x3).
  
I will soon upload some source that demonstrates these methods.
+
Should work with .32a through .40c and beyond.  I tested that it installs in all released 3D versions but I did not gen a worldmap and embark to test that it truly does what it's supposed to.
  
Voodoo has been removed from this page; it is still available in the revision history.
+
Known buglets: unallocated parts of the map are not revealed.  [WONTFIX].
  
 
----
 
----

Revision as of 00:05, 6 September 2008

Build

I obsessively min-max my starting profile, even though it doesn't matter in the long run.

My latest build was:

  • 5 weaponsmith / 4 metalcrafter / 1 furnace operator
  • 5 armorsmith / 4 metalsmith / 1 furnace operator
  • 5 mechanic / 5 architecture (building designer)
  • 3 mason / 3 carpenter / 4 glassmaker
  • 1 ambusher / 1 persuader / 1 negotiator / 1 liar / 1 judge of intent / 1 appraiser / 2 consoler / 2 pacifier
  • 3 grower / 2 herbalist / 5 brewer
  • 3 grower / 2 herbalist / 5 cook


  • 4 copper picks
  • 0 axes
  • 1 anvil
  • 1 plump helmet (for the barrel)
  • 21 plump helmet spawn
  • 20 pig tail seeds
  • 1 each of other seeds/spawn (for bags)
  • 11 dwarven rum
  • 1 each of dwarven ale, beer, and wine (for barrels)
  • 11 turtles (for bones & shells)
  • 1 each of all 2P/4P meat/fish (for barrels)
  • 16 bituminous coal (-> coke -> smelting and forging, a few glass furniture)
  • 19 tetrahedrite (2 -> copper -> axe and leggings, the rest -> billon -> goblets)
  • 10 pieces 5P leather, assorted (-> bags for glassmaking, 2 reserved for moods)
  • 1 pig tail cloth (reserved for moods)
  • 1 silk cloth (reserved for moods)
  • 4 dogs

No bauxite this time, it's so common in sedimentary layers.

(Which did not work out, as I ended up with none on the map.)


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 billon goblets to increase the fortress's created wealth. (Making billon is a bug exploit, you may wish to use fine pewter instead.)

Immediately forbid the bauxite so it is not used by workshops. Reclaim it later to build the floodgates and mechanisms.

Immediately set reserved barrels to 20 or so. You want those barrels for booze.

Tear down the wagon, build a kitchen and a mason's shop.

Start cooking all that food. Even the fish, except the turtles and cave lobster. 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.

Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.

Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.

Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)

The armorsmith and mechanic dig. 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.

Dig a few pieces of stone, make blocks, build other workshops and furnaces. (I build out of blocks for roleplaying flavor.)

Then dig cisterns to hold pond water in case it evaporates.

Burn the last piece of the wagon to charcoal, convert 3 pieces of coal to coke, smelt 2 tetrahedrite to copper.

Depending on the map, the mayor is either drafted or hauls. (He starts with a free crossbow because of the ambusher skill.) Either way, turn off hunting. He may switch to woodcutting after the axe is available.

The weaponsmith burns wood, makes coke, smelts, makes alloys, makes goblets. When this is done, he digs or hauls.

He does not make the axe. Probably the mayor makes it. Or the brewer or cook, whoever's free.

The mayor builds a kennels, trains at least 2 war dogs, then gathers plants. Or gathers sand. Or cuts down a few trees. Or hauls. Or, if he's a soldier, someone else trains the dogs and then assigns them to him.

The craftsdwarf makes an armor stand and two tables and chairs out of whatever materials are common. Rock or glass preferably unless the map is just covered with trees.

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.

If you immediately make bags out of the leather for sand gathering, make them far away from the still. Also put the glass furnace far away. It might work to forbid them as they are made, and suspend brewing during their creation. (This may no longer be necessary in the newest versions.)

Got to learn to go for early defense -- I abandon more forts because of ambushes than anything else. Moat the map as part of digging practice. Leave a few squares for wagons or dig a tunnel. Trap them with stones or glass. Later dig a wagon route under the moat, trap it, drawbridge it.

I am making heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows.

Regional Prospector

The seekret projekt has been revealed to be Regional Prospector.


The original functionality of RP has been rolled into DF, but the magma highlighting and longitude/latitude/seed display has not. I am considering updating RP, and probably will.


Stone Sense

[Stone Sense beta1|http://dffd.wimbli.com/file.php?id=526 Stone Sense beta1]

Currently in beta. Too powerful at the moment, as it reveals 289 tiles (17x17) instead of the normal 9 (3x3).

Should work with .32a through .40c and beyond. I tested that it installs in all released 3D versions but I did not gen a worldmap and embark to test that it truly does what it's supposed to.

Known buglets: unallocated parts of the map are not revealed. [WONTFIX].