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Editing User:RomeoFalling

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Here's the basic template:
 
{{spoil small|
 
{{spoil small|
Here is 
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blah
''the basic''
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''blah''
'''template.'''
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'''blah'''
 
:bleh<br />:bleh
 
:bleh<br />:bleh
 
}}
 
}}
  
= Downloads and preferred mods =
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= New Empire =
 
 
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0
 
 
 
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0
 
 
 
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0
 
 
 
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0
 
 
 
 
 
 
 
= DF Hack Commands to Remember =
 
 
 
== Generally Useful ==
 
 
 
Complete guide: https://dfhack.readthedocs.io/en/stable/index.html
 
 
 
'''prospect''' Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
 
 
 
all: Scan the whole map, as if it was revealed.
 
value: Show material value in the output. Most useful for gems.
 
hell: Show the Z range of HFS tubes. Implies 'all'.
 
 
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.
 
 
 
'''cleanowned''' Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.
 
 
 
all: confiscate all owned items
 
scattered: confiscated and dump all items scattered on the floor
 
x: confiscate/dump items with wear level 'x' and more
 
X: confiscate/dump items with wear level 'X' and more
 
dryrun: a dry run. combine with other options to see what will happen without it actually happening.
 
 
 
'''stripcaged''' For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also '''autodump.'''
 
 
 
items :    only dumps items laying in the cage, excluding stuff worn by caged creatures.
 
weapons :    will dump worn weapons,
 
armor :    will dump everything worn by caged creatures (including armor and clothing),
 
all :    will dump everything, on a creature or not.
 
list : display on the dfhack console the list of all cages and their item content.
 
 
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor).
 
 
 
'''ban-cooking'''
 
 
 
A more convenient way to ban cooking various categories of foods than the kitchen interface. Usage: ban-cooking <type>. Valid types are ''booze, honey, tallow, oil, seeds'' (non-tree plants with seeds), ''brew, fruit, mill, thread, and milk.''
 
 
 
'''Hotkeys''' Opens an in-game screen showing DFHack keybindings that are valid in the current mode.
 
 
 
'''quicksave''' If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
 
 
 
'''colonies [bees]'''  :  Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
 
 
 
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.
 
 
 
'''deathcause''' Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
 
 
 
'''dfstatus''' Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.
 
 
 
'''showmood'''  Shows all items needed for the currently active strange mood.
 
 
 
'''drybuckets''' This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
 
 
 
'''fix/''' see http://dfhack.readthedocs.io/en/stable/docs/_auto/fix.html#fix-merchants for details
 
 
 
== stockpile settings management ==
 
 
 
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.
 
 
 
== Stockpile code ==
 
 
 
'''copystock'''
 
 
 
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.
 
 
 
'''savestock'''
 
 
 
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.
 
 
 
example:
 
 
 
'''` savestock food_settings.dfstock `'''
 
 
 
'''loadstock'''
 
 
 
Loads a saved stockpile settings file and applies it to the currently selected stockpile.
 
 
 
example:
 
  
'''` loadstock food_settings.dfstock `'''
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'''1. The Guy With The Bright Idea'''
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* Novice Miner
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* Novice Judge of Intent
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* Novice Appraisal
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* Various Social Skills
  
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.
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For a while now, I've made my Miner the expedition leader. Call it flavor.
  
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.
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'''2. Skins'''
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* Architect
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* Novice Butcher
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* Novice Tanner
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* Competent Leatherworker
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* Novice Fish Dissector
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* Novice Animal Dissector
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* Novice Fish Cleaner
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* Record Keeper
  
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.
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Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.
  
== Dig ==
 
  
digcircle
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'''3. Three Words: Cat Bone Armor'''
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* Proficient Bone Carver
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* Proficient Stonecrafter
  
A command for easy designation of filled and hollow circles. It has several types of options.
 
  
Shape:
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Need I say any more?
  
hollow: Set the circle to hollow (default)
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'''4. Not The Weaponsmith You Were Looking For'''
filled: Set the circle to filled
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* Competent Bowyer
#: Diameter in tiles (default = 0, does nothing)
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* Average Cook
Action:
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* Novice Organizer
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* Average Gem Cutter
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* Average Gem Setter
  
set: Set designation (default)
 
unset: Unset current designation
 
invert: Invert designations already present
 
Designation types:
 
  
dig: Normal digging designation (default)
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'''5. Outdoor Dwarf'''
ramp: Ramp digging
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* Novice Wood Cutter
ustair: Staircase up
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* Competent Carpenter
dstair: Staircase down
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* Novice Herbalism
xstair: Staircase up/down
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* Novice Hunter
chan: Dig channel
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* Novice Axe
After you have set the options, the command called with no options repeats with the last selected parameters.
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* Novice Armor
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* Novice Shield User
  
Examples:
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He still thinks we're just going camping for the weekend. Don't tell him!
  
'digcircle filled 3' = Dig a filled circle with radius = 3.
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'''6. Farmer'''
'digcircle' = Do it again.
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* Proficient Grower
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* Competent Brewer
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* Novice Miller
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* Novice Thresher
  
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Because you can't make beer out of cats. Yet.
  
== Autodump ==
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'''7. Chief Architect'''
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* Proficient Mason
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* Competent Mechanics
  
autodump
 
  
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.
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I figure this is somebody's kid brother. Maybe I'll call him Junior.
  
Cursor must be placed on a floor tile so the items can be dumped there.
 
  
Options:
 
  
destroy: Destroy instead of dumping. Doesn't require a cursor.
 
destroy-here: Destroy items only under the cursor.
 
visible: Only process items that are not hidden.
 
hidden: Only process hidden items.
 
forbidden: Only process forbidden items (default: only unforbidden).
 
  
  
== Barracks Tools ==
 
fix-armory
 
  
Enables a fix for storage of squad equipment in barracks.
 
  
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.
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=Carving an empire out of Sand and Cat Bone=
  
Note
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My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.
  
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.
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Clearly, I've been playing for far too long.
  
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.
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== The Dwarves ==
  
Note that the buildings in the armory are used as follows:
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'''1. The Guy With The Bright Idea'''
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* Novice Miner
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* Novice Judge of Intent
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* Novice Appraisal
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* Competent Consoler
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* Skilled Pacifier
  
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.
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Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, "No, that's going too far."
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.
 
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.
 
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.
 
Warning
 
  
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.
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'''2. Cat-Into-Sack Stuffer'''
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* Novice Butcher
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* Novice Tanner
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* Proficient Leatherworker
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* Competent Mechanics
  
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:
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Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''
  
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.
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'''3. Three Words: Cat Bone Armor'''
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.
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* Proficient Bone Carver
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.
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* Skilled Stonecrafter
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* Novice Record Keeper
  
== Make Quickfort files ==
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Need I say any more?
  
blueprint
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'''4. Not The Weaponsmith You Were Looking For'''
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* Competent Bowyer
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* Average Glassmaker
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* Average Cook
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* Novice Wood Burner
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* Novice Organizer
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Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.
  
Exports a portion of your fortress into QuickFort style blueprint files.:
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'''5. Outdoor Dwarf'''
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* Novice Wood Cutter
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* Proficient Carpenter
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* Novice Herbalism
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* Novice Hunter
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* Novice Axe
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* Novice Armor
  
blueprint <x> <y> <z> <name> [dig] [build] [place] [query]
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He still thinks we're just going camping for the weekend. Don't tell him!
Options:
 
  
x,y,z: Size of map area to export
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'''6. Farmer'''
name: Name of export files
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* Proficient Grower
dig: Export dig commands to "<name>-dig.csv"
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* Competent Brewer
build: Export build commands to "<name>-build.csv"
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* Novice Miller
place: Export stockpile commands to "<name>-place.csv"
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* Novice Thresher
query: Export query commands to "<name>-query.csv"
 
If only region and name are given, all exports are performed.
 
  
== Cat-Sacks Ultimate Cheat Code! ==
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Because you can't make beer out of cats. Yet.
  
'''catsplosion'''
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'''7. Chief Architect'''
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* Proficient Mason
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* Proficient Architect
  
Makes cats just multiply. It is not a good idea to run this more than once or twice.
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I figure this is somebody's kid brother. Maybe I'll call him Junior.
  
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== Their Stuff ==
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*4 Copper Picks
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*1 Steel Axe
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*2 Hunting Dogs
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*2 War Dogs
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*2 cats
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*1 pig tail rope (for the sentry cat)
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*1 Lead cage (for the rest of the cats)
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*21 units each of the 4 kinds of alcohol
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*31 Seeds of Plump Helmet and Pig Tail
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*11 Seeds of the others
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*11 turtles still in their shell
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*1 each of all the food we can get (10gp and less)
  
= Exporting Legends =
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Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.
  
Process legends export is working, I tested it just now:
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New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.
Open legends (even in fortress mode with Ctrl-Shift-L)
 
Export all legends data with Ctrl-A
 
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.
 
Find exported legends in User Generated Content/[region name]
 
  
= Advanced World Gen variables to start playing with =
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==Future Development Plans and Things I Keep Forgetting==
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The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties.
  
Some settings I may consider mucking with safely:
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Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.
  
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters
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When training, they should by unarmed until they all have several levels of Wrestler.
  
[CAVE_MIN_SIZE:<number>] [CAVE_MIN_SIZE:5] Range: 1 to 500
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When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.
[CAVE_MAX_SIZE:<number>] [CAVE_MAX_SIZE:25]
 
  
Increase these to make larger caves that touch the surface.
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The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.
  
[ALL_CAVES_VISIBLE:<1 or 0>] [ALL_CAVES_VISIBLE:0] 1/0 = Yes/No
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= Osodrigoth, Bonecrafts =
  
Set to 1 so they can be chosen on Embark.
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==1st Granite, 201. Early Spring==
  
[SHOW_EMBARK_TUNNEL:<0-2>] [SHOW_EMBARK_TUNNEL:2]
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We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available.
0 = No, 1 = Only in Finder, 2 = Always
 
  
Currently does nothing, but I'd like to set it to 1 just to double check.
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Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.
  
[https://gaming.stackexchange.com/questions/119308/coal-and-a-volcano-on-the-same-map Increase likelihood of volcanoes]
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==18th Felsite, 201, Late Spring==
  
Sett Volcanism X-Variance & Volcanism Y-Variance to maximum (3200), a much steeper drop off in volcanism, allowing sedimentary layers to be right next to volcanoes.
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I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming "Blood and Souls!"
  
Volcanism Weighted Range.  
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I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.
  
Volcanism Weighted Range (0-20)  1        Volcanism Weighted Range (0-20)  1
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Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.
Volcanism Weighted Range (20-40)  1        Volcanism Weighted Range (20-40)  0
 
Volcanism Weighted Range (40-60)  1  --->  Volcanism Weighted Range (40-60)  0
 
Volcanism Weighted Range (60-80)  1        Volcanism Weighted Range (60-80)  0
 
Volcanism Weighted Range (80-100) 1        Volcanism Weighted Range (80-100) 1
 
  
> This will make it so the only volcanism values which can exist are the lower end and the upper end of the range, so it further increases the likelihood of sedimentary biomes being near volcanos.
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==25th Sandstone, 201 Mid Autumn==
  
> The final trick is to increase the number of volcanoes, increasing the odds that you'll find one in a good position. The Minimum Volcano Number will vary based on map size. On a medium map, I usually set it to 35.
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I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.

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