v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31 Talk:Cheating"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Spinning: start over and rephrase)
Line 187: Line 187:
 
== Spinning ==
 
== Spinning ==
  
Im trying to add in a new reaction for spinning so I can make it automatic, but I can't get it to work right. Can someone tell me how to get them to use wool as a reagent, and not just grab generic body parts? If that gets fixed, I think it will work the way I want. Maybe.
+
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.
*Have you tried using [USE_BODY_COMPONENT] with [ANY_STRAND_TISSUE]? Also, sign your comments. --[[User:Quietust|Quietust]] 20:46, 6 December 2012 (UTC)
 
  
That was what it needed! Thanks! Maybe you can get my other spinning reaction to work? This is what I have...
+
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.  
  
I added the reaction class "CSTHREAD" to all of my thread-bearing plants to keep it from spinning random plants into thread. I also have a custom workshop "SPINNINGWHEEL", and since the wool reaction works, I'm going to assume /that's/ not the problem, either. My errorlog.txt isn't being helpful, anymore, so I need your help, please. =\
+
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.  
  
[REACTION:CST_SPIN_PLANTS]<br />
+
I would even be willing to accept entirely new plants, if that's what's needed to make this automation work.
[NAME:spin plant threads]<br />
 
[BUILDING:SPINNINGWHEEL:CUSTOM_T]<br />
 
[REAGENT:plant:1:PLANT:NONE:NONE:NONE][REACTION_CLASS:CSTHREAD][UNROTTEN]<br />
 
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE][PRODUCT_DIMENSION:15000]<br />
 
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE]<br />
 
[SKILL:SPINNING][AUTOMATIC]<br />
 
  
I know that the "get material from reagent" thing is supposed to pair up with "Has material reaction product" or something like that. I had it all done as properly as I could (I have used it successfully in the past, and my dwarves love the resultant maple syrup I get from boiling the sap I get from pressing maple logs - I know that's not how it's done, but I can't figure out how to get my taps into the live trees), having changed the plant_standard entries as well as the reaction entries, and even messed with the relavent stuff in  material_template_default...  but the "thread" it produced wasn't able to be woven into cloth, and wasted tons of time in repetative dying tasks that ate up all my dyes, and yet the description of the thread never showed anything about it being "midnight blue with dimple dye".
+
I am just so increadibly frustrated.                       -- [[User:Teres Draconis|jaz]] 21:53, 12 December 2012 (UTC)
  
So I reverted the files, added the above to reaction_other (and added it into the entity, of course), and the resultant /thread/ works just fine, but the /seeds/ are messed to heck. When I checked my inventory, it showed 14 pig tail thread, and listed two sets of "pig tail seeds"... the 14 from the thread, and 10 from before. The 14 were in one bag, and the 10 a different bag, and both bags were in the seeds-only food stockpile, so it's storing them properly as seeds, but not as if they're the same kind of seeds. When I checked the cooking screen, I got 10 pig tail seeds, and no other seeds at all. When planting season came around again, the ten seeds got planted, and then I got repeated complaints of farmers wishing to plant more and not having any. When I go to my various farm plots, only one kind of pig tail shows up.
 
  
I don't know what else to do. They're seeds, but not. I fixed the "thread but not" problem, but I don't see how to fix this without removing seeds from it all together, in which case, why bother? I could just stick with sheep.
+
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
 
 
Suggestions? Ideas? General confusion?    --[[Special:Contributions/98.207.234.98|98.207.234.98]] 08:09, 11 December 2012 (UTC)
 
:Your thread and seeds are made from pig tail STRUCTURAL material, when they must be made from the CLOTH and SEED materials, respectively. In order to get your reaction to do this, you'll need to add [MATERIAL_REACTION_PRODUCT:THREAD:LOCAL_PLANT_MAT:CLOTH] and [MATERIAL_REACTION_PRODUCT:SEEDS:LOCAL_PLANT_MAT:SEED] to your plant's STRUCTURAL material and alter your reaction products to specify THREAD and SEEDS instead of NONE. --[[User:Quietust|Quietust]] 19:22, 11 December 2012 (UTC)
 
::It looks like it should be thread material instead of cloth, but I'll trust your judgement until it breaks. Thank you, thank you, three bags full!
 
 
 
:::Also, any particular reason why you're still playing version 0.31.25? --[[User:Quietust|Quietust]] 19:23, 11 December 2012 (UTC)
 
 
 
::'cause the 2010 cheat page doesn't have a discussion yet. =\ I figure the changes are minor enough that I can get my answers here... and anyone who happens to be playing the old version and wants to automate cloth production from start to finish might like this information, too. Of course, if you want to move it, I won't mind. I've got my answers now, though. =) --[[Special:Contributions/98.207.234.98|98.207.234.98]] 21:00, 11 December 2012 (UTC)
 
 
 
Except one thing... Your fix doesn't work. It, in fact, puts me back where I was before. Not only do the seeds not plant, they are listed as generic "seeds" ("This is a seeds."), and now the thread is listed as "pig tail plant thread" as opposed to "pig tail thread", soaks up limitless dye without being dyed, and can't be woven into cloth. Now what?  Is it broken, or is it just me?  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 06:49, 12 December 2012 (UTC)
 
  
 
== Is there a way to... ==
 
== 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)
 
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)

Revision as of 21:53, 12 December 2012

Question about save raws

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.)--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 z-Stone screen) --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? --85.194.204.164 14:43, 2 June 2011 (UTC)

Free Food

Anyone know how to update my "Free Food" hack?--Aescula 05:11, 8 April 2010 (UTC)

The following works. Don't forget to add it to raw/objects/entity_default.text and then regen your world like the others. Modify as needed for any other plant.
[REACTION:F_PLUMP_HELMETS]
[NAME:create plump helmets]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
-20:18, 20 April 2010 (UTC)
Is the PRODUCT_DIMENSION actually necessary? --Quietust 20:24, 20 April 2010 (UTC)
I'm not actually sure. I just modified the Free_Wood reaction that was listed on the page to create plump helmets. -21:10, 23 April 2010 (UTC)
PRODUCT_DIMENSION is not needed. In a related topic, I made a reaction that has a chance to produce any of the edible plants, and it appears that they all work--for eating raw, processing for fibers, brewing, cooking, etc.--so I'm going to remove the bit about the ones besides sweet pods and sun berries not being tested. 98.151.26.202 07:38, 21 June 2010 (UTC)

Relevance

Does the site finder stuff still have relevance? If not, I don't think it has any business being here. Deimos 21:33, 9 April 2010 (UTC)

Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that "finding" them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... Trorbes 05:25, 11 April 2010 (UTC)

Help

Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...

  • I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --Samthere 01:30, 11 April 2010 (UTC)
    • Thanks. I'll try that.

Reengineered

  • Is there a reason why you replaced functional additions to raws with incomplete additions to raws and modifications to existing raws that mess up original reactions?

Please check that whatever you add is correct and complete material.

  • the reactions were working just fine for me as they are, so I assumed it was unnecessary. Presumably there was some sort of fluke for me. -Reengineered
    • the reactions you listed would do nothing on their own for anyone else who added them because they also require coresponding entries of PERMITTED_REACTION to entity_default.txt under ENTITY:MOUNTAIN. I suggest you read the material you deleted to see how reactions are done properly or consult modding tutorials on the forum. There should be a minimum quality standard on wiki so that the content is whole and useful.
      • Yes. I know there is. However, I tested all of the mods and they worked for me, so I saw no need to check the forums. I know what I was missing, I know why and it's there now in any case, so I don't think there's really any point in continuing this. -Reengineered

Shells

Anyone have a method to allow you to get shells in a map without turtles without creating a new world. Everything I've tried so far has failed miserably.

  • you can add shell as body part to existing animal by making additions to their raws and then butcher them for shell, search the modding sub-forum for details

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.

  • 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.) Akjar13 21:22, 31 October 2011 (UTC)

About attribute and skill decay

Pretty sure nothing in the "Tinkering with the dwarven soul" section works. My dwarves' attributes keep dropping, as well as skill levels. I've tried with various numerical values as well as with :NONE:. Attributes -never- go up, or stay same, they can only go down. Skill levels go up just as fast as before, no faster, no slower. Created a new (pocket) world every time after making modifications.


EDIT BY STARGEM: I have been able to reliably increase Strength, Endurance, and Agility through these means. Unfortunately, it seems that most attributes do not have tasks or actions linked to them, so they are never exercised at all. The same goes for Skill_Rates, so I think these issues have to be corrected by Toady before Tinkering with Souls can fully work.


Extra free stuff

Is there any way to generate other finite resources like water or animals? Aside from being hilarious to see an elephant grow out of a workshop, in maps like deserts water could be generated an put into an underground pool. Any thoughts on how to do this? P.S: I heard someone on the forums generated vomit blocks, so I know it can be done.

I don't know about generating water, but generating animals doesn't work. Well, it DOES work, but the animals generated are vermin-size and cannot move around on their own or be butchered. JohnnyMadhouse 15:43, 29 July 2010 (UTC)
I see in the reaction_other file that there are reagents that are containers for lye, oil, honey... I suspect that you would find there is also a container class for water. I haven't tested it yet, but it was a thought. --98.207.234.98 13:17, 1 March 2011 (UTC)

Obsidian

I'm getting tired of mining and using obsidian factories to make my forboding doom towers. I tried adding an obsidian reaction to the smelter but to no avail. Is there a way to make it, even though it's not technically not a metal? Mgrinshpon 16:30, 7 September 2010 (UTC)

The following worked for me, tested both in a new world, and by inserting it into the saved game. Beware, 100 product will make your smelter *CLUTTERED* in no time flat. --98.207.234.98 14:17, 1 March 2011 (UTC)
In Objects/entity_default.txt in the section for dwarves, preferably with the other permitted reactions so you can find it later.
[PERMITTED_REACTION:FREE_OBSIDIAN]
In Objects/reaction_smelter.txt
[REACTION:FREE_OBSIDIAN]
[NAME:free obsidian]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:100:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN][SKILL:SMELT]

Improved Practice Shop

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. --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
[REACTION:ADAMANTINE_BLOWGUN]
[NAME:Free Adamantine Blowgun]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BLOWGUN:INORGANIC:ADAMANTINE]
[SKILL:SMELT]


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? -- 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? --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]

--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.

--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.

--Devek 23:46, 19 April 2011 (UTC)

Also give him adamantine claws and call him 'Dwarverine'. Perfection.

--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! 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
[PRODUCT:100:1:BAR:NONE:CREATURE_MAT:DOG:SOAP][PRODUCT_DIMENSION:150]
you end up with soap made from dog tallow. Just change DOG to whatever creature you want to get different kinds of soap. --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. -- 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. --98.207.234.98 07:32, 12 December 2012 (UTC)