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Editing v0.31 Talk:Cheating

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What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...  -  lost 08:40, 4 May 2010 (UTC)
 
What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...  -  lost 08:40, 4 May 2010 (UTC)
 
: I haven't tested most of the other cheats, but I do know that you can remove the aquifer by editing the save raws. I would imagine that it works for any modification, though I'd suggest backing up your files and not being too attached to any existing forts before you try it. (Sorry if this is a bit late, I only just recently got into DF.)--[[User:Shatari|Shatari]] 22:43, 20 January 2011 (UTC)
 
: I haven't tested most of the other cheats, but I do know that you can remove the aquifer by editing the save raws. I would imagine that it works for any modification, though I'd suggest backing up your files and not being too attached to any existing forts before you try it. (Sorry if this is a bit late, I only just recently got into DF.)--[[User:Shatari|Shatari]] 22:43, 20 January 2011 (UTC)
 
:Sometimes editing raws require regen (for example adding new reactions), sometimes don't (dealing with obsidian not listed in {{k|z}}-Stone screen) --[[User:WwWraith|WwWraith]] 19:47, 1 March 2011 (UTC)
 
 
:I had gen'ed a new world then decided that I wanted easy adamantine. It wasn't working, so I replaced the save raws with the edited ones. It worked. Perhaps the raws you usually edit are simply templates? --[[Special:Contributions/85.194.204.164|85.194.204.164]] 14:43, 2 June 2011 (UTC)
 
  
 
==Free Food==
 
==Free Food==
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== more bonuses ==
 
== more bonuses ==
  
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze colossus.
+
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze collossus.
 
*As did I. I was assuming people would want their dwarves to think.
 
*As did I. I was assuming people would want their dwarves to think.
*A few things. One of the bonus dwarf tags listed other than [NO_SLEEP] causes dwarfs to sleep forever. I ''believe'' it's [NOEXERT]. Seen in 31.21. It may also cause dwarfs to drink,military train forever and/or idle with many jobs queued/stuff to haul. I did not see this in 31.19. Also try the [FIREIMMUNE_SUPER] from the dragon. Keep in mind NO_SLEEP,NOEAT and NODRINK means dwarfs don't get happiness from any of those. Bedrooms are never auto assigned.
 
 
 
 
Edit:
 
It's [NO_STUN] that does it
 
:I've removed that tag, and my dwarfs are still asleep. Is there a way to wake them up or do I have to start over again? (I have some really fond memories of the fort, like the elk bird massacre. Them massacring my dorfs obviously.) [[User:Akjar13|Akjar13]] 21:22, 31 October 2011 (UTC)
 
 
Edit:
 
[NO_SLEEP] clears the effect of [NO_STUN], tested it and it works.
 
  
 
== About attribute and skill decay ==
 
== About attribute and skill decay ==
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Anyone know the skill names for things like negotiations, lying, and combat? I know that a negotiator can improve their skill by doing lots of trading at the depot, for instance... I've tried a few variations and have come up bust. Probably I'm too tired to see the obvious, but possibly I'm just not creative enough. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:25, 1 March 2011 (UTC)
 
Anyone know the skill names for things like negotiations, lying, and combat? I know that a negotiator can improve their skill by doing lots of trading at the depot, for instance... I've tried a few variations and have come up bust. Probably I'm too tired to see the obvious, but possibly I'm just not creative enough. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:25, 1 March 2011 (UTC)
:There is a list, [[Skill_token]]. --Anonymous
 
:: Thanks!
 
:::after testing, alot of those skills seem to be untrainable at a practice workshop, i tested writing, axe using, and building design with no success, but I was able to get brewing and comedy to train.
 
:Ive noticed that if you create multiple items in the reaction you get 30xp for each, my workshop is setup to create 600 boulders for each reaction granting an instant legendary status.
 
 
==  Can someone tell me the exact type and name of an alamantium blowpipe? I've been trying to make a squad.  ==
 
You're all crazy, and you're trying to steal my magic bag.
 
 
: Here you go
 
 
::<pre>
 
::[REACTION:ADAMANTINE_BLOWGUN]
 
::[NAME:Free Adamantine Blowgun]
 
::[BUILDING:SMELTER:NONE]
 
::[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BLOWGUN:INORGANIC:ADAMANTINE]
 
::[SKILL:SMELT]
 
::</pre>
 
 
 
== Error Messages - Smelt Ore Not Found==
 
 
I'm not sure where to put this question, but since it was a result of modding, I thought this might be the place to ask...
 
(I didn't have this problem in the old versions, btw... but it's been a while since I played seriously, and I might have fogotten a step.)
 
 
I created a new metal (slag, not really a metal, but a waste product of smelting ores) , and adding it's ore to pre-existing metal producing stones with 10% production rates. I copied a lot of the data from steel, except that I removed all useful uses of the
 
"metal" and made its max edge = 0. It is in the inorganic_metal file right below steel.
 
 
When I created a new world, I ended up with this error on all the ore stones (hematite is just the first in the list)
 
 
HEMATITE: Smelt Ore Not Found, Token - SLAG
 
 
What did I do wrong? And was there perhaps a better way of doing this?  --[[User:Teres Draconis|  jaz]] 22:05, 29 March 2011 (UTC)
 
 
 
== Linux==
 
After spending a good 20 minutes figuring out why I can add workshops in window, but failing horribly in linux... I remembered that the line endings are different. also dont forget .txt in the filename. Hope this helps someone else. --Anonymous 06:59, 01 April 2011 (UTC)
 
 
==BODY_DETAIL_PLAN==
 
Would it be worth the trouble to try and create a body_detail_plan file to create a super dwarf with adamantine skin and bones, or is there a more practical way to do this? --[[User:Shatari|Shatari]] 01:59, 19 April 2011 (UTC)
 
 
If you want an invincible adamantine dwarf, this works.
 
 
[BODY:HUMANOID]
 
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
 
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT][TRANCES][WEBIMMUNE]
 
[NO_DIZZINESS][NO_FEVERS][NOFEAR][NOBONES][NOSTUCKINS][FIREIMMUNE_SUPER][PARALYZEIMMUNE]
 
 
[TISSUE:ADAMANTINE]
 
    [TISSUE_NAME:adamantine:adamantine]
 
    [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
 
    [MUSCULAR]
 
    [HEALING_RATE:1]
 
    [FUNCTIONAL]
 
    [STRUCTURAL]
 
    [RELATIVE_THICKNESS:1]
 
    [CONNECTS]
 
    [TISSUE_SHAPE:LAYER]
 
 
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
 
 
--[[User:Devek|Devek]] 08:10, 19 April 2011 (UTC)
 
 
Last I checked, this part didn't work.
 
 
[TISSUE:ADAMANTINE]
 
    [TISSUE_NAME:adamantine:adamantine]
 
    [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
 
    [MUSCULAR]
 
    [HEALING_RATE:1]
 
    [FUNCTIONAL]
 
    [STRUCTURAL]
 
    [RELATIVE_THICKNESS:1]
 
    [CONNECTS]
 
    [TISSUE_SHAPE:LAYER]
 
 
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
 
 
However, I have made a super dwarf with Obsidian skin, bone, ligaments, etc. Here [[Shaostoul's Guide#Various Reactions and Information]]. I know for a fact that this works perfectly. and to make the muscles and things obsidian then just copy-paste the format for the skin or bones and rename them to the appropriate format.
 
 
--[[User:ToaHero92|ToaHero92]]
 
 
It works, notice that my dwarf didn't have bones, skins, ligaments, or organs. If you want a super dwarf those are just silly things that might get damaged.
 
 
--[[User:Devek|Devek]] 23:46, 19 April 2011 (UTC)
 
 
Also give him adamantine claws and call him 'Dwarverine'. Perfection.
 
 
--[[Special:Contributions/77.248.255.171|77.248.255.171]] 21:13, 10 November 2011 (UTC)
 
 
==Soap==
 
So, after attempting to create a mod to gain free soap and failing miserably, leaving me with a workshop cluttered with a featureless material known as Bars which have no use, I need help. I attempted to do it by removing the Regents section and taking off the GET_MATERIAL_FROM_REAGENT bit. I'm terrible at modding, so any and all help would leave you beloved
 
:This is the most important thing you will ever see [BUILDING:SMELTER:NONE] this is (I believe) what makes it not require any reagents, you just tell it what you want it to produce in the other sections. The word NONE is the most important. Cheers! [[User:Akjar13|Akjar13]] 21:19, 31 October 2011 (UTC)
 
 
::Actually, that has nothing to do with the reagents or product. The NONE in [BUILDING:SMELTER:NONE] means that in the smelter's menu, you have to scroll to the command, since there will be no shortcut key to tell it to do that task. I would recommend making a specific creature's soap, for instance if your product line looks like<br /> [PRODUCT:100:1:BAR:NONE:CREATURE_MAT:DOG:SOAP][PRODUCT_DIMENSION:150]<br /> you end up with soap made from dog tallow. Just change DOG to whatever creature you want to get different kinds of soap. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 08:34, 11 December 2012 (UTC)  (special note: I have found that my dwarves don't like using soap made from chimera, perhaps because they're listed as fanciful, and my dwarves don't want to wash with imaginary soap.)
 
 
== Spinning ==
 
 
Ok. I did some noise reduction on this section.... please forgive me if it doesn't look the way you expected it to. There was a lot of repetitive "I tried this and it failed in this way" stuff.
 
 
Starting over... Can someone please give me a complete set of instructions on how to set up a reaction that takes a thread-bearing plant (you can even be plant specific) and gives me actual working thread and seeds, as defined in that plant's raws? Nothing I have tried works.
 
 
PLEASE TEST IT BEFORE YOU POST IT. Properly working thread should be able to be dyed or woven, in either order, and then turned into clothing. If I can't get dyed clothing from the result, it's not actually functional. Properly working seeds should be plantable to produce more of the same plant that was spun in the first place. If that plant's seeds are cookable or grindable into a paste, those functions should also work. If any part fails, the entire test fails.
 
 
I would even be willing to accept entirely new plants, if that's what's needed to make this automation work.
 
 
I am just so increadibly frustrated.                        -- [[User:Teres Draconis|jaz]] 21:53, 12 December 2012 (UTC)
 
 
 
P.S. Thank you Quietust for the help you gave me with spinning wool. The [ANY_STRAND_TISSUE] was the tag I had forgotten.    - jaz
 
 
== Is there a way to... ==
 
 
set up DF to start a fort with  my preferences for orders and labor distribution? Especially when doing lots of tests, it's quite frustrating to have to do the same rote tasks over and over. <oxxrov(esc)Fpt(esc)mWdllw(esc)zdf(esc, esc)>,  not to mention going through seven dwarves and assigning labors, war dogs, and titles according to gender, and then having the nobles set up the way I want. I mean, would it be impossible just to have the bookkeeper start off at medium precision? Having another do-hicky to do the refugees would be nice, but they're somehow less bothersome than the initial set-up... Especially for the fourth new fortress in an hour because I'm not smart enough to figure out how to adjust the raws to get what I want, and with proper spelling, the first time... or the third, ninth, or fifteenth, apparently.      --[[Special:Contributions/98.207.234.98|98.207.234.98]] 07:32, 12 December 2012 (UTC)
 
 
 
 
== Sand as a reaction product ==
 
 
Anyone know what the reaction product line(s) should look like to produce sand? I know that it needs to go into a bag (and how to make that work). I just need to get sand that's functional at the glass furnace.    --[[Special:Contributions/98.210.161.164|98.210.161.164]] 01:50, 7 June 2013 (UTC)
 

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