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Difference between revisions of "User:RomeoFalling"

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(Notes to myself, slowly updating to the latest version. I doubt you want to read this.)
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= Downloads and preferred mods =
 +
 +
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0
 +
Modest Mod: http://www.bay12forums.com/smf/index.php?topic=148265.0
  
 
= DF Hack Commands to Remember =
 
= DF Hack Commands to Remember =
  
 
== Generally Useful ==  
 
== Generally Useful ==  
 +
 +
  
 
Hotkeys
 
Hotkeys
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Currently does nothing, but I'd like to set it to 1 just to double check.
 
Currently does nothing, but I'd like to set it to 1 just to double check.
 
= Third Empire Profile, "The Enchanted Cat-sacks" =
 
If you're not me and you're looking at these, you might be wondering why I keep these written down here rather than just saved as profiles in the game. It's because I frequently rage quit DW and then burn every document on my hard drive concerning the game. Then I come back to it 6 or 9 months later and I've lost all my stuff.
 
 
'''1. Mayoral Candidate'''
 
* Novice Miner
 
* Competent Appraisal
 
* Adequate (2) Consoler or Pacifier
 
 
For a while now, I've made my Miner the expedition leader. Which is kind of funny, because once he shows up, unless he's needed for trading duties, he stops talking to people and just hits rocks with picks until they break. Maybe there's a political commentary there.
 
 
'''2. Skins'''
 
* Architect
 
* Novice Butcher
 
* Novice Tanner
 
* Competent Leatherworker
 
* Glass Maker
 
 
Chief visionary when it comes to the whole "skinning cats and making bags out of them" business. He's also a glassmaker because I have an extrodinary fondness for glass traps.
 
 
 
'''3. Three Words: Cat Bone Armor'''
 
 
* Competent Bowyer
 
* Novice Bone Carver
 
* Average Cook
 
* Diagnostician
 
 
This is a new variation. Not sure how the numbers work out, but there are the only skills he needs and they should max out however they do. He's responsible for making cat bone crossbows, cat bone bolts, and cat bone armor. Out of cat bone. Sometimes, you'll be talking to him while he's making cat meat biscuits and he'll just look at you and tell you that you have a broken bone. It's a lilttle creepy.
 
 
 
'''4. Actually Obtaining New Variations of Cats'''
 
 
* Proficient Mechanic
 
* Proficient Stonecrafter
 
 
I like to think of the Cat-Sacks as a protestant religion, seeking their own fortress in which to practice their bizarre religious freedoms, which mostly involves finding new ways to skin cats. I swear, I'm almost ready to mod in some genetically altered domesticated cat breeds so I can make a functional leather/bone industry out of cats right from the start, rather than hoping to trap cats out in the wild. This guy is primarily focused on trying to catch cats and then make statues of cats.
 
 
 
'''5. Outdoor Dwarf'''
 
* Novice Wood Cutter
 
* Competent Carpenter
 
* Novice Herbalism
 
* Novice Hunter
 
* Novice Axe
 
* Novice Armor
 
* Novice Shield User
 
 
He still thinks we're just going camping for the weekend. Don't tell him! This guy should also have lots of wrestling and dodging, and maybe teaching. Though, honestly, the immigrant waves come in so quickly now that he's not likely to stay on military duty very long, but until we get some, he's it.
 
 
'''6. Farmer'''
 
* Proficient Grower
 
* Competent Brewer
 
* Herbalist
 
 
He'll pick berries and leaves until he can plant farms.
 
 
'''7. Chief Architect'''
 
* Proficient Mason
 
* Animal Caretaker
 
* Animal Trainer
 
 
He started out as a cat trainer, and the whole "buidling doors and boxes" things came out of that.
 
 
 
 
 
 
= Second Empire, "The Infamous Cat-sacks" =
 
 
'''1. The Guy With The Bright Idea'''
 
* Novice Miner
 
* Novice Judge of Intent
 
* Novice Appraisal
 
* Various Social Skills
 
 
For a while now, I've made my Miner the expedition leader. Call it flavor.
 
 
'''2. Skins'''
 
* Architect
 
* Novice Butcher
 
* Novice Tanner
 
* Competent Leatherworker
 
* Novice Fish Dissector
 
* Novice Animal Dissector
 
* Novice Fish Cleaner
 
* Record Keeper
 
 
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.
 
 
 
'''3. Three Words: Cat Bone Armor'''
 
* Proficient Bone Carver
 
* Proficient Stonecrafter
 
 
 
Need I say any more?
 
 
'''4. Not The Weaponsmith You Were Looking For'''
 
 
* Competent Bowyer
 
* Average Cook
 
* Novice Organizer
 
* Diaginostician
 
 
 
'''5. Outdoor Dwarf'''
 
* Novice Wood Cutter
 
* Competent Carpenter
 
* Novice Herbalism
 
* Novice Hunter
 
* Novice Axe
 
* Novice Armor
 
* Novice Shield User
 
 
He still thinks we're just going camping for the weekend. Don't tell him!
 
 
'''6. Farmer'''
 
* Proficient Grower
 
* Competent Brewer
 
* Novice Miller
 
* Novice Thresher
 
 
Because you can't make beer out of cats. Yet.
 
 
'''7.  ''The Chief Architect'
 
* Proficient Mason
 
* Proficient Mechanic
 
 
 
I figure this is somebody's kid brother. Maybe I'll call him Junior.
 
 
 
=Carving an empire out of Sand and Cat Bone with The Infamous Cat-Sacks=
 
 
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.
 
 
Clearly, I've been playing for far too long.
 
 
== The Dwarves ==
 
 
'''1. The Guy With The Bright Idea'''
 
* Novice Miner
 
* Novice Judge of Intent
 
* Novice Appraisal
 
* Competent Consoler
 
* Skilled Pacifier
 
 
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."
 
 
'''2. Cat-Into-Sack Stuffer'''
 
* Novice Butcher
 
* Novice Tanner
 
* Proficient Leatherworker
 
* Competent Mechanics
 
 
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.''
 
 
'''3. Three Words: Cat Bone Armor'''
 
* Proficient Bone Carver
 
* Skilled Stonecrafter
 
* Novice Record Keeper
 
 
Need I say any more?
 
 
'''4. Not The Weaponsmith You Were Looking For'''
 
* Competent Bowyer
 
* Average Glassmaker
 
* Average Cook
 
* Novice Wood Burner
 
* Novice Organizer
 
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.
 
 
'''5. Outdoor Dwarf'''
 
* Novice Wood Cutter
 
* Proficient Carpenter
 
* Novice Herbalism
 
* Novice Hunter
 
* Novice Axe
 
* Novice Armor
 
 
He still thinks we're just going camping for the weekend. Don't tell him!
 
 
'''6. Farmer'''
 
* Proficient Grower
 
* Competent Brewer
 
* Novice Miller
 
* Novice Thresher
 
 
Because you can't make beer out of cats. Yet.
 
 
'''7. Chief Architect'''
 
* Proficient Mason
 
* Proficient Architect
 
 
I figure this is somebody's kid brother. Maybe I'll call him Junior.
 
 
== Their Stuff ==
 
*4 Copper Picks
 
*1 Steel Axe
 
*2 Hunting Dogs
 
*2 War Dogs
 
*2 cats
 
*1 pig tail rope (for the sentry cat)
 
*1 Lead cage (for the rest of the cats)
 
*21 units each of the 4 kinds of alcohol
 
*31 Seeds of Plump Helmet and Pig Tail
 
*11 Seeds of the others
 
*11 turtles still in their shell
 
*1 each of all the food we can get (10gp and less)
 
 
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.
 
 
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.
 
 
==Future Development Plans and Things I Keep Forgetting==
 
 
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties.
 
 
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.
 
 
When training, they should by unarmed until they all have several levels of Wrestler.
 
 
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.
 
 
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.
 
 
= Osodrigoth, Bonecrafts =
 
 
==1st Granite, 201. Early Spring==
 
 
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.
 
 
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.
 
 
==18th Felsite, 201, Late Spring==
 
 
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!"
 
 
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.
 
 
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.
 
 
==25th Sandstone, 201 Mid Autumn==
 
 
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.
 

Revision as of 17:09, 19 January 2018


Downloads and preferred mods

Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0 Modest Mod: http://www.bay12forums.com/smf/index.php?topic=148265.0

DF Hack Commands to Remember

Generally Useful

Hotkeys

Opens an in-game screen showing DFHack keybindings that are valid in the current mode.

stripcaged

For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.

With the items argument, 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), and all will dump everything, on a creature or not.

stripcaged list will 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).

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.

prospect

Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.

Options:

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.

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.

cleanowned

Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.

Options:

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.

fixdiplomats fixmerchants

 - Adds Elf and Human diplomats


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 `

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.

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.

Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.

Dig

digcircle

A command for easy designation of filled and hollow circles. It has several types of options.

Shape:

hollow: Set the circle to hollow (default) filled: Set the circle to filled

  1. Diameter in tiles (default = 0, does nothing)

Action:

set: Set designation (default) unset: Unset current designation invert: Invert designations already present Designation types:

dig: Normal digging designation (default) ramp: Ramp digging ustair: Staircase up dstair: Staircase down xstair: Staircase up/down chan: Dig channel After you have set the options, the command called with no options repeats with the last selected parameters.

Examples:

'digcircle filled 3' = Dig a filled circle with radius = 3. 'digcircle' = Do it again.


Autodump

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.

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.

Note

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.

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.

Note that the buildings in the armory are used as follows:

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. 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.

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:

Combat ammo is stored in chests inside rooms with Squad Equipment enabled. 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. 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.

Make Quickfort files

blueprint

Exports a portion of your fortress into QuickFort style blueprint files.:

blueprint <x> <y> <z> <name> [dig] [build] [place] [query] Options:

x,y,z: Size of map area to export name: Name of export files dig: Export dig commands to "<name>-dig.csv" build: Export build commands to "<name>-build.csv" place: Export stockpile commands to "<name>-place.csv" query: Export query commands to "<name>-query.csv" If only region and name are given, all exports are performed.

Cat-Sacks Ultimate Cheat Code!

catsplosion

Makes cats just multiply. It is not a good idea to run this more than once or twice.


Exporting Legends

Process legends export is working, I tested it just now: 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

Some settings I may consider mucking with safely:

http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters

[CAVE_MIN_SIZE:<number>] [CAVE_MIN_SIZE:5] Range: 1 to 500 [CAVE_MAX_SIZE:<number>] [CAVE_MAX_SIZE:25]

Increase these to make larger caves that touch the surface.

[ALL_CAVES_VISIBLE:<1 or 0>] [ALL_CAVES_VISIBLE:0] 1/0 = Yes/No

Set to 1 so they can be chosen on Embark.

[SHOW_EMBARK_TUNNEL:<0-2>] [SHOW_EMBARK_TUNNEL:2] 0 = No, 1 = Only in Finder, 2 = Always

Currently does nothing, but I'd like to set it to 1 just to double check.