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		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=58883</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=58883"/>
		<updated>2009-11-30T07:21:41Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: updating installation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports version 40d16, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.16-exe.zip Download (Version 0.16)].&lt;br /&gt;
&lt;br /&gt;
= How to install and run it =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version)&lt;br /&gt;
* from [http://sourceforge.net/projects/gladewin32/files/ this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot; (the files named gtk-dev-*, NOT GLADE). With the -dev packages you do not need to install all the docs and includes, just the runtime environment.&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software, v0.17b, at [http://bartabox.banquise.net/df/companion-0.17b-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
* companion.0.16-any.zip - 05/10/2009&lt;br /&gt;
** solves bug with additionnal languages&lt;br /&gt;
* companion.0.17-any.zip - 27/11/2009&lt;br /&gt;
** d16 support&lt;br /&gt;
** ASLR support&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking|DwarfCompanion]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=58807</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=58807"/>
		<updated>2009-11-28T08:24:33Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports version 40d16, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.16-exe.zip Download (Version 0.16)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software, v0.17b, at [http://bartabox.banquise.net/df/companion-0.17b-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
* companion.0.16-any.zip - 05/10/2009&lt;br /&gt;
** solves bug with additionnal languages&lt;br /&gt;
* companion.0.17-any.zip - 27/11/2009&lt;br /&gt;
** d16 support&lt;br /&gt;
** ASLR support&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking|DwarfCompanion]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=53948</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=53948"/>
		<updated>2009-10-05T13:29:09Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d to 40d, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.16-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
* companion.0.16-any.zip - 05/10/2009&lt;br /&gt;
** solves bug with additionnal languages&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=53947</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=53947"/>
		<updated>2009-10-05T13:28:23Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* How */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d to 40d, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.16-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip - to be released&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=53946</id>
		<title>User talk:Bartavelle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=53946"/>
		<updated>2009-10-05T13:27:41Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Item quality question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== IRC question ==&lt;br /&gt;
&lt;br /&gt;
No, I havn't yet looked at that stuff, sorry. --[[User:Rick|Rick]] 20:59, 8 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ok, I did it&lt;br /&gt;
&lt;br /&gt;
== Metal ID ==&lt;br /&gt;
&lt;br /&gt;
You probably already know this, but I just noticed on your user page about metal IDs, just to let you know, this isn't a static list and is built from raws data, this list probably works for a default install, it'd be better to read out the metal data from memory (these 'Metal ID' are actually indexes into this list). --[[User:Rick|Rick]] 19:10, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yup, it's either in the order of the metalgloss thing file, or you can read it into memory. I started writing the list until i realized how to do it.&lt;br /&gt;
&lt;br /&gt;
== Item quality question ==&lt;br /&gt;
&lt;br /&gt;
Hi, in the Item quality article it says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
&lt;br /&gt;
Let's say I had a Legendary+5 armorsmith with a preference for Steel.  If I order him to make steel plate, will his effective skill be 20 or 21?&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 13:22, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:We don't know the answer, as we have not had Holy Writ handed down from On High.  When I reverse-engineered the item quality calculations, there were some inputs that I could not determine the source of.  It is quite possible that the maker's preferences play a role, but that is not known with certainty.&lt;br /&gt;
:Despite this, I strongly suspect that the skill cap is applied after all modifiers have been summed.  So I think the answer is 20.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:37, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I believe the contrary, but it has been shown that I tend to believe wrong things when I've not been looking at something for a while. [[User:Bartavelle|Bartavelle]] 13:27, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Item quality question II ==&lt;br /&gt;
&lt;br /&gt;
In [http://www.dwarffortresswiki.net/index.php?title=Item_quality&amp;amp;diff=31678&amp;amp;oldid=30622 this] edit, you changed the wording of the formula. Does that mean that, if the first roll fails, the other rolls do not occur? --[[User:Savok|Savok]] 12:20, 8 March 2009 (EDT)&lt;br /&gt;
* yes! [[User:Bartavelle|Bartavelle]] 19:39, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Item quality question III (IQQ III) ==&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is set to 5.&lt;br /&gt;
The result of a d5 roll is an integer 1-5 randomly picked, right? --[[User:Savok|Savok]] 20:56, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It is 0-5, randomly choosen (and of course not all values are as likely to be rolled). [[User:Bartavelle|Bartavelle]] 08:26, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Wait, what? Do you mean that 2 might be more or less likely than 8 for a d10? Or do you mean that +table+ might be more or less likely than *table*?&lt;br /&gt;
::And are you saying that the randomly chosen number is a real from 0-5, not an integer? --[[User:Savok|Savok]] 16:34, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I certainly hope he isn't.  &amp;quot;d5&amp;quot;, &amp;quot;d10&amp;quot;, etc. are almost universally considered notation for the rolling of a die with that many sides.  So d5 would mean possible results of 1, 2, 3, 4, or 5, with an equal chance of each, for instance.  If the mechanics of the game do not do that, then the page must be changed because d5, d10, etc. would be flat-out ''wrong''. --[[User:LegacyCWAL|LegacyCWAL]] 20:37, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: This formula is wrong, the rolls are independant, check the page it's clearer now. [[User:Bartavelle|Bartavelle]] 10:33, 16 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Offset_Finding_Methods&amp;diff=47008</id>
		<title>Offset Finding Methods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Offset_Finding_Methods&amp;diff=47008"/>
		<updated>2009-06-30T13:30:52Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools==&lt;br /&gt;
&lt;br /&gt;
* Process Table Access  (i.e. Win32::Process::List in Perl)&lt;br /&gt;
* Memory Access (i.e. Win32::Process::Memory in Perl; ReadProcessMemory in C++)&lt;br /&gt;
* Cheat Engine: http://www.websiteweather.com/&lt;br /&gt;
&lt;br /&gt;
==how to identify version==&lt;br /&gt;
&lt;br /&gt;
The PE header timestamp is set each time the executable is compiled and is thus unique for each release. It can be consistently found with a few simple steps and thus is far superior in version identification than any other attribute of the DF executable. The steps are as follows:&lt;br /&gt;
&lt;br /&gt;
* get process table, find DF process&lt;br /&gt;
* get executable path from process table&lt;br /&gt;
* open DF executable in binary mode, confirm first two bytes are &amp;quot;MZ&amp;quot;&lt;br /&gt;
* read long at offset 0x3C, this is the PE header offset&lt;br /&gt;
* read 2 bytes at PE header offset, confirm they are &amp;quot;PE&amp;quot;&lt;br /&gt;
* read long at PE header offset + 0x08, this is the compilation timestamp&lt;br /&gt;
&lt;br /&gt;
==map offset==&lt;br /&gt;
&lt;br /&gt;
* start on map with boulder in top left corner&lt;br /&gt;
* note distance to top and left. offset of this tile in tile type block is ( 2 * ( ( x_dist * 16 ) + y_dist ) )&lt;br /&gt;
* find all 2 byte values with 0x0192 in CE&lt;br /&gt;
* channel out boulder&lt;br /&gt;
* click next scan to find all those that changed to 0x0020, should return 1 result; that is offset of type of tile that was just channeled out&lt;br /&gt;
* subtract offset of tile in tile type block from overall offset of tile type; this is offset of tile type in tile data block&lt;br /&gt;
* subtract 0x007A from that; this is offset of tile data block (if not, first 4-byte offset before the &amp;quot;FF FF 00 00&amp;quot; block in the tile data header)&lt;br /&gt;
&lt;br /&gt;
!!NOT COMPLETE!!&lt;br /&gt;
&lt;br /&gt;
Next step: Identify start and end of the array of tile data blocks in the chosen vertical column.&lt;br /&gt;
&lt;br /&gt;
==Economy status==&lt;br /&gt;
Find the function using the string &amp;quot;Stocks&amp;quot;. It should look like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mov ebx, offset &amp;quot;Stocks&amp;quot;&lt;br /&gt;
mov eax, offset&lt;br /&gt;
call something&lt;br /&gt;
cmp offset_economy, 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5325</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5325"/>
		<updated>2009-06-24T07:59:59Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* nonsense - expl. m. focuses on not mining a lot of stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Detailed strange mood mechanics ==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;amp; updated to include more/all of same.  Also re-organized presentation to better fit expanded sub-sections.--[[User:Albedo|Albedo]] 13:47, 28 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Now that we know so much about the mechanics of strange moods, what do you all think about moving that section to the bottom and protecting it with a &amp;quot;massive spoilers&amp;quot; warning the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:02, 28 May 2009 (UTC)&lt;br /&gt;
::Works for me 100%. It would require a slight rewording/reworking of the &amp;quot;skills &amp;amp; workshops&amp;quot; subsection, for overall flow, perhaps splitting that info into the obvious and the not-so-obvious, to bridge the info leading into the &amp;quot;demands&amp;quot; subsection. --[[User:Albedo|Albedo]] 20:15, 28 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== misc ==&lt;br /&gt;
Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
==Glassmaker==&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
::I had the exact same experience as [[Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one.  Anybody else confirm what [[Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC)&lt;br /&gt;
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
Same thing happened to one of my lenegdary dwarves. He then went berserk in my legendary dining room.. in front of my crossbow champions. Blood ensued. And now it has happened again, my hard trained master glassmaker just stands in the meeting zone flashing purple excl. sign, despite the fact that magma glass furnace is up and running. Doh. --[[User:Alpha|Alpha]] 15:47, 17 March 2009 (UTC)&lt;br /&gt;
:And an update... this is pretty stupid. I've decided to build a regular glass furnace, just to see what happens, and guess what, my glassmaker happily proceeded to claim it and made me a ''Lushutilun Othornoshtath, Guilthaled the Erased Devourer'', a green glass statue. Neat-o. --[[User:Alpha|Alpha]] 16:02, 17 March 2009 (UTC)&lt;br /&gt;
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)&lt;br /&gt;
:::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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: I just had a Soap Maker (his only skill, a fresh immigrant) get possessed. He took over a Craftsdwarf's Workshop and with an obsidian stone, 3x turtle shells and a giant cave spider silk cloth  and made a turtle shell toy boat. --[[User:Cal|Cal]] 01:32, 20 April 2009 (CDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
&lt;br /&gt;
I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
&lt;br /&gt;
I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
&lt;br /&gt;
Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
&lt;br /&gt;
Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
&lt;br /&gt;
Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
&lt;br /&gt;
I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
&lt;br /&gt;
Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
&lt;br /&gt;
:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
&lt;br /&gt;
According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
&lt;br /&gt;
It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
&lt;br /&gt;
Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
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::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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:Confirmed that strand extractor doesnt have an associated strange mood. My strand extractor/fish cleaner/grower entered a strange mood and became a legendary bone carver. --[[User:Paradigmlost|Paradigmlost]] 06:15, 9 February 2009 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
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:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
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::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
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:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
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== Fell Mood Demands ==&lt;br /&gt;
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It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
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== Confusing macabre mood ==&lt;br /&gt;
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My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
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:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
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::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
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:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
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::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
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:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
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::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
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: I've just had a similar occurance.  Immediately after a goblin ambush (that killed 5 of my soldiers and caused major unhappiness in many dwarves), one dwarf that had lost a friend but was just &amp;quot;content&amp;quot; clained a tanner's workshop, grabbed a rhesus macque chunk, and made a rather boring rhesus macaque leather amulet (no embelishments apart from rhesus macaque leather bands).  It did have quite an impressive name though - Gethustongos Nelas Luror, &amp;quot;Harshtainted the Flicker of Cruelties&amp;quot;.  The dwarf herself became a Legendary Weaponsmith, despite having no weaponsmithing skill! (Her highest skill was unlabled armoring). [[User:Iapetus|Iapetus]] 19:47, 10 January 2009 (EST)&lt;br /&gt;
::I imagine the requirement for a macabre/fell mood is having a thought psychology of less than 0 (being 'unhappy'). &amp;quot;Quite Content&amp;quot; shows up until -25, and then 'fine' is -26 to -50, so either of these diagnoses would theoretically qualify for a fell/macabre mood. --[[User:ThunderClaw|ThunderClaw]] 12:05, 14 January 2009 (EST)&lt;br /&gt;
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:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC)&lt;br /&gt;
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== Rough Gems ==&lt;br /&gt;
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EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)&lt;br /&gt;
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:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)&lt;br /&gt;
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::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called &amp;quot;legendary&amp;quot; dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)&lt;br /&gt;
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:Regarding &amp;quot;why isn't raw green glass good enough when they want rough gems&amp;quot; -- it is good enough.  I've had fey dwarves grab raw green glass a half-dozen times.  I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST)&lt;br /&gt;
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==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
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==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
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:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
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:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
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::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
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Figure this falls here.  Had a Potash Maker refuse every shop I built, I had thought I had a craft shop.  Turns out it was forbidden, I reclaimed it and he claimed it for his mood.  I think this is verified.--[[User:Draco18s|Draco18s]] 15:18, 3 January 2009 (EST)&lt;br /&gt;
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== Time limit of a mood. ==&lt;br /&gt;
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Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;br /&gt;
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)&lt;br /&gt;
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== Injured with Mood? ==&lt;br /&gt;
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I recently had a recruit break his arm in sparring, you know... dwarf stuff, anyways he went into a strange mood and now hes magically up out of bed and walking around to the workshop. Will this work too if the dwarf has a broken leg? EDIT: The dwarf just fell on the ground unconcsious... This could be a big problem&lt;br /&gt;
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:I just had a dwarf who'd been resting for months with a broken left upper leg and broken lower body rise up and crawl to the mason's workshop. The power of Armok compels her! [[User:Heartofgoldfish|Heartofgoldfish]] 02:44, 13 February 2009 (EST)&lt;br /&gt;
::Her injuries weren't ones that would make her pass out, and so, she's completed Nishuthir, a limestone weapon rack! [[User:Heartofgoldfish|Heartofgoldfish]] 03:53, 13 February 2009 (EST)&lt;br /&gt;
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==Siege Operator==&lt;br /&gt;
Is listed in the table as using a mechanics workshop.  In the text to the left of the table says the dwarf will use a craftsdwarf's workshop. Which is correct?--[[User:Kwieland|Kwieland]] 13:16, 2 March 2009 (EST)&lt;br /&gt;
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:Siege operation produces nothing, so I'm fairly certain they use a craftdwarfs shop.  But then, I've never had a Siege Operator (as highest skill) have a mood, so i can't absolutely verify that.  I'd say even Siege Engineers need verification on what they do with moods - I've never seen one. --[[User:Squirrelloid|Squirrelloid]] 20:54, 2 March 2009 (EST)&lt;br /&gt;
::I agree with your comments.  Since I am using siege operators as a cross-training tool, several of my dwarfs are at legendary status.  Each of them are dabbling weapon/armor smiths, so I'll update it when they get a mood.  My last mood was a soldier with lots of soldier skills, but dabbling in metalwork, armor, and weaponsmith.  I got a legendary weaponsmith out of it - Woot!  Woot!&lt;br /&gt;
::As for the Siege engineer, I don't think they would produce a catapult or ballista part artifact.  It just doesn't make sense.  But, I agree, we definitely need to verify that one. --[[User:Kwieland|Kwieland]] 13:50, 3 March 2009 (EST)&lt;br /&gt;
::I had a dwarf (legendary siege op., novice clothes, stone crafter, dabbling other things) get a mood.  He took a craftsdwarf's workshop. [[User:Squirrelloid|Squirrelloid]], do you want to fix the front page?--[[User:Kwieland|Kwieland]] 20:58, 4 March 2009 (EST)&lt;br /&gt;
:::Reasonably certain I already made the correct change on presumption, but i'll take a look. (done) --[[User:Squirrelloid|Squirrelloid]] 08:20, 5 March 2009 (EST)&lt;br /&gt;
::::I edited that in about a month ago when I had an SO get a special mood and, yes, he claimed a mechanic's workshop. Probably worth verifying that independently but that's certainly what happened to me. [[User:Aosher|Aosher]] 09:13, 5 March 2009 (EST)&lt;br /&gt;
:::::The question would be 'was his highest mood skill mechanics', because that would cause him to take a mechanics workshop despite being a Siege Operator. --[[User:Squirrelloid|Squirrelloid]] 09:36, 5 March 2009 (EST)&lt;br /&gt;
::::::I'm pretty sure I checked and that it was siege operation; although I wouldn't swear that I remember it clearly, I'd like to think that I would have checked before wikifying it. Certainly worth keeping the verify tag for now, though. [[User:Aosher|Aosher]] 09:51, 5 March 2009 (EST)&lt;br /&gt;
::::::I had a SO with no other skills take a craftdwarf's shop. He was a peasant before I made him train in SO. I can't yet verify siege engineer (The skill that produces catapult parts). It would make sense. [[User:Decius|Decius]] 08:57, 16 April 2009 (UTC)&lt;br /&gt;
:::::::In that case, my apologies. [[User:Aosher|Aosher]] 09:02, 16 April 2009 (UTC)&lt;br /&gt;
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==Butcher==&lt;br /&gt;
Had a Butcher/Dabbling Tanner become a Legendary Tanner after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 08:23, 5 March 2009 (EST)&lt;br /&gt;
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==Lye Maker==&lt;br /&gt;
Immigrant Lye Maker/Dabbling Leather Worker became a Legendary Leather Worker after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 11:31, 5 March 2009 (EST)&lt;br /&gt;
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==Weirdness==&lt;br /&gt;
I just had a dwarf with legendary siege operator/legendary pump operator/legendary record keeper/ competent mason /previous mayor, so various levels of social and military skills that took a craftsdwarf's shop.  I would have thought he'd take the mason's shop according to the rules here.  Maybe the record keeper ALWAYS takes the craftdwarf's shop? Also, it was a possessed mood, so maybe that makes a difference?--[[User:Kwieland|Kwieland]] 11:31, 10 March 2009 (EDT)&lt;br /&gt;
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Weird. I've had Legendary record keepers take appropriate workshops for their mood skills.  Ditto pump operator.  All my siege operators end up being dwarves who ended up with useless mood skills (generally because they had moods as children), but that would be really weird if SO was considered a moodable skill that took the *craftdwarf* workshop.  Too bad it was possession, we can't see where he got xp. --[[User:Squirrelloid|Squirrelloid]] 15:04, 10 March 2009 (EDT)&lt;br /&gt;
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:There's evidence that if the highest skill doesn't have a workshop, they'll switch to the next highest skill, and if that doesn't have a workshop, the next after that. Possibly, the game only checks this a certain number of times, say, twice, and then defaults to craftsman's workshop. This would eliminate instances where maybe a peasant has constructed a wall or two in his time, but he's a much better comedian, liar, and pacifier. Obviously, he's not a mason of any sort, so he defaults to craftsdwarf. --[[User:Mikaka|Mikaka]] 06:24, 16 April 2009 (UTC)&lt;br /&gt;
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I've had a couple possessed dwarves take craftdwarf's shops even though they had an applicable skill.  I think that maybe the rules are a little difference for possesion; it would make sense since if you're possessed it shouldn't be your skills that matter.  I don't know if this is just a fluke though, so it would be good to have confirmation. --[[User:Lemursdon&amp;amp;#39;texist|Lemursdon&amp;amp;#39;texist]] 16:53, 4 May 2009 (UTC)&lt;br /&gt;
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:Mikaka, I don't agree.  In my experience, if the highest '''moodable''' skill workshop doesn't exist, the dwarf just wonders around (and will eventually go insane unless the building gets built). I take my non-mood dwarfs (dyers, farmers, furnace operators) and have them make ONE piece of armor.  When they get a mood, they always go to the forge and become legendary armorsmiths.  Possessions, like Lemurs mentioned above, are different from other moods.  Skills don't matter and they don't get experience for it.--[[User:Kwieland|Kwieland]] 17:11, 4 May 2009 (UTC)&lt;br /&gt;
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==Kablebes==&lt;br /&gt;
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Craftsdwarf's Workshop&lt;br /&gt;
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This building has been claimed by Zas Dedukudil, Farmer.&lt;br /&gt;
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Zas Dedukudil keeps muttering Kablebes...&lt;br /&gt;
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That is all. No other mutterings, nothing. --[[User:Zphobic|Zphobic]] 21:23, 15 April 2009 (CST)&lt;br /&gt;
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::He's muttering the name of the thing that he will eventually produce. Don't worry about it, he's got everything he needs and is working. [[User:Aosher|Aosher]] 09:05, 16 April 2009 (UTC)&lt;br /&gt;
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== military ==&lt;br /&gt;
 &amp;quot;Further, dwarfs with a military profession other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods&amp;quot;&lt;br /&gt;
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Does this mean that they can't be moody ''while'' being soldier and, as that, say, marksdwarf, but they can be moody as civilians while having skill in marksdwarf ''or'' does it not matter if soldier or civilian as long as marksdwarf is not their highest skill? --[[User:Höhlenschreck|Höhlenschreck]] 19:28, 30 May 2009 (UTC)&lt;br /&gt;
:I would need to look at the disassembly again to be absolutely sure, but what I remember is that if a military skill is their highest (non-social) skill, they won't enter into moods.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:47, 31 May 2009 (UTC)&lt;br /&gt;
::Hol - it's all about [[profession]]s.  0x5 - that's what your analysis of this said when you posted it on the forums.  Military professions simply don't take moods. I'll edit and emphasize/clarify that.&lt;br /&gt;
::EDIT - Gah. Now that I'm half-way into it, I know how moods work, but I'm starting to doubt how the game reads &amp;quot;professions&amp;quot; - does activating change a dwarf's profession in the eyes of Moods? If a legendary Brewer has 2 ranks of hammerdwarf and are activated, are they a &amp;quot;brewer&amp;quot; or a &amp;quot;macedwarf&amp;quot;? --[[User:Albedo|Albedo]] 01:01, 31 May 2009 (UTC)&lt;br /&gt;
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== Personality ==&lt;br /&gt;
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I'm 90% certain personality traits like &amp;quot;feels strong urges&amp;quot; &amp;quot;has a fertile imagination&amp;quot; and one other trait greatly influence the development of moods.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I believe that you feel this way.  Care to expand on why, and exactly what influence you believe they have? (and what that &amp;quot;one other trait&amp;quot; is?)--[[User:Albedo|Albedo]] 20:21, 17 June 2009 (UTC)&lt;br /&gt;
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==Miner is moodable?==&lt;br /&gt;
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Just had a legendary miner with no masonry, not even dabbling, claim a masonry shop and made a marble coffer artifact.  He was in a secretive mood. It was even weirder in that he gained no experience even though he was not possessed. [[User:Greep|Greep]] 02:26, 23 June 2009 (UTC)&lt;br /&gt;
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:He probably did gain experience - just in mining.  Since he was already advanced skill wise, he wouldn't even get any attributes from the bump in experience.--[[User:Kwieland|Kwieland]] 02:29, 23 June 2009 (UTC)&lt;br /&gt;
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::This is all covered in the article - read Skills and workshops and check the list for miner --[[User:Confused|Confused]] 02:33, 23 June 2009 (UTC)&lt;br /&gt;
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::: whoops missed it &amp;gt;.&amp;gt; Wait, why isn't miner on the moodable list then?  Do people not know if it is weighted at 6? [[User:Greep|Greep]] 03:22, 23 June 2009 (UTC)&lt;br /&gt;
:::: Ummm... it's there on the moodable list, right between metalsmith and stone crafter. As for weighting... hmmm, you're right, and no mention of it in the original forum thread (http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835). Have to ask [[User:0x517A5D]], the original researcher. --[[User:Albedo|Albedo]] 08:18, 23 June 2009 (UTC)&lt;br /&gt;
:::::Read it again. [[User:VengefulDonut|VengefulDonut]] 16:21, 23 June 2009 (UTC)&lt;br /&gt;
::::::Honestly, I liked it better the other way - it was a positive confirmation of any and every relevant profession, and emphasized both profession vs. skill, and also moodable professions vs. non-moodable, both of which some players are vague on.  As you've correctly pointed out before, why delete any useful info once it's up? (Do you know for a fact that Miner is one of the non-weighted professions?)--[[User:Albedo|Albedo]] 18:44, 23 June 2009 (UTC)&lt;br /&gt;
:::::Deleting info? The current version delivers all of the information of the previous version except in a more compact way. I don't believe in inflating the size of an article when it neither delivers more information nor makes it easier to access. Doing so only introduces errors when editing it and interpreting it. The situation of doubt over the miner was caused by an error of omission when the section was [http://dwarf.lendemaindeveille.com/index.php?title=Strange_mood&amp;amp;diff=next&amp;amp;oldid=41277917 changed] from something similar to the current version to create the three section table. [[User:VengefulDonut|VengefulDonut]] 19:16, 23 June 2009 (UTC)&lt;br /&gt;
::::If possible, birthright likes detailed lists for their explicitness, and feels they ''are'' easier accessible sometimes. --[[User:Birthright|Birthright]] 23:48, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== nonsense - expl. m. focuses on '''not''' mining a lot of stone ==&lt;br /&gt;
&lt;br /&gt;
Why is any one particular mining method better for increasing your artifact limit? All we care about is pure mass mined, right? [[User:VengefulDonut|VengefulDonut]] 01:14, 24 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's the quantity of revealed tiles that counts. [[User:Bartavelle|Bartavelle]] 07:59, 24 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33318</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33318"/>
		<updated>2009-05-13T08:48:57Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* A quick question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
To be edited ...&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== A quick question ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48305</id>
		<title>Talk:Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48305"/>
		<updated>2009-04-06T09:02:53Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Description */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please don't delete it ==&lt;br /&gt;
I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think we should let this one go without deleting it. This is too epic, and I'm usually not one of the people who care about that. Boatmurdered has a stub on here, so I say we should leave this one go until the day someone sees the creation of an even more epic artifact. &lt;br /&gt;
&lt;br /&gt;
And in one sense it is useful. This is the standard by which all other artifacts shall be measured. --[[User:RustyMcloon|Rusty Mcloon]] 06:35, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
http://bartabox.banquise.net/df/planepacked.txt&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32282</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32282"/>
		<updated>2009-03-18T10:35:57Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: Proper stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot; The destruction or theft of such a masterpiece will cause the dwarf that created it an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. If a bolt misses its target and falls into the [[chasm]] or is melted by &amp;quot;the impertinent [[magma]]&amp;quot;, this also counts as defacement.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So a engraver with hundreds of masterwork images on the walls of the fortress will be merely irked by the destruction of a one, while a a dwarf who has only made a single masterwork item would become deeply upset.&lt;br /&gt;
&lt;br /&gt;
Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items, with presumably the same armor/weapon modifiers (&amp;amp;times;2.0){{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling|| 100.0%      || || || || || ||1.000||&lt;br /&gt;
|-&lt;br /&gt;
|Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430&lt;br /&gt;
|-&lt;br /&gt;
|No|| 36.4%     || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430&lt;br /&gt;
|-&lt;br /&gt;
|Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431&lt;br /&gt;
|-&lt;br /&gt;
|Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434&lt;br /&gt;
|-&lt;br /&gt;
|Proficient|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441&lt;br /&gt;
|-&lt;br /&gt;
|Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248&lt;br /&gt;
|-&lt;br /&gt;
|Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259&lt;br /&gt;
|-&lt;br /&gt;
|Expert|| || 5.0%       || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275&lt;br /&gt;
|-&lt;br /&gt;
|Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished|| || || 14.4%     || 45.6%        || 35.6%        || 4.4% ||4.567||0.322&lt;br /&gt;
|-&lt;br /&gt;
|Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218&lt;br /&gt;
|-&lt;br /&gt;
|Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236&lt;br /&gt;
|-&lt;br /&gt;
|High|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255&lt;br /&gt;
|-&lt;br /&gt;
|Grand|| || || 1.6%     || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276&lt;br /&gt;
|-&lt;br /&gt;
|Legendary(15)|| || || || 20.0%     || 65.0%        || 15.0%        ||5.850||0.298&lt;br /&gt;
|-&lt;br /&gt;
|Legendary(16)|| || || || 15.7%   || 67.2%        || 17.1%        ||6.037||0.187&lt;br /&gt;
|-&lt;br /&gt;
|Legendary(17)|| || || || 11.6%   || 69.1%        || 19.3%        ||6.233||0.195&lt;br /&gt;
|-&lt;br /&gt;
|Legendary(18)|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203&lt;br /&gt;
|-&lt;br /&gt;
|Legendary(19)|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211&lt;br /&gt;
|-&lt;br /&gt;
|Legendary(20)|| || || || || 73.3%        || 26.7%        ||6.867||0.219&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is bumped.&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:&lt;br /&gt;
&lt;br /&gt;
; ---------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
loc_6FCB92:&lt;br /&gt;
                push    eax&lt;br /&gt;
                call    get_dorf_level_in_a_skill&lt;br /&gt;
                mov     ebx, eax&lt;br /&gt;
&lt;br /&gt;
loc_6FCB9A:&lt;br /&gt;
                cmp     ebx, 20&lt;br /&gt;
                mov     [edi+7Ah], bx   ; Save the creator's true skill level.&lt;br /&gt;
                                        ; EDI points to the item being created.&lt;br /&gt;
&lt;br /&gt;
                jle     short loc_6FCBA8&lt;br /&gt;
                mov     ebx, 20         ; EBX is a value in the range of [0..20],&lt;br /&gt;
                                        ; and is the (capped) skill level of the&lt;br /&gt;
                                        ; creator, possibly adjusted for material&lt;br /&gt;
                                        ; preferences, I didn't check.&lt;br /&gt;
&lt;br /&gt;
; We roll a d5 and compare the result with the creator's skill level.&lt;br /&gt;
; (Technically, we compare d5 - 1 against skill_level - 1.)&lt;br /&gt;
&lt;br /&gt;
loc_6FCBA8:                             ; field 78h is quality.&lt;br /&gt;
                xor     eax, eax&lt;br /&gt;
&lt;br /&gt;
                mov     [edi+78h], ax   ; Init item quality to 0&lt;br /&gt;
&lt;br /&gt;
                call    mt_engine       ; Get a random number (returned in EAX).&lt;br /&gt;
&lt;br /&gt;
                mov     ecx, eax        ; This mess is a division by 5,&lt;br /&gt;
                mov     eax, 3          ; retaining the modulus.&lt;br /&gt;
                mul     ecx             ; It's done this way in the hope&lt;br /&gt;
                mov     eax, ecx        ; that three multiplies is less&lt;br /&gt;
                sub     eax, edx        ; expensive than a single divide.&lt;br /&gt;
                shr     eax, 1          ; This technique is called&lt;br /&gt;
                add     eax, edx        ; &amp;quot;multiplying by the reciprocal.&amp;quot;&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh        ; now EDX is in the range [0..4]&lt;br /&gt;
                                        ; i.e. d5 - 1&lt;br /&gt;
&lt;br /&gt;
                cmp     edx, ebx        ; Compare the &amp;quot;die roll&amp;quot; against the&lt;br /&gt;
                                        ; 0-based skill level (still in EBX).&lt;br /&gt;
                jge     short loc_6FCBE1&lt;br /&gt;
                add     [edi+78h], bp   ; If the random number was less than&lt;br /&gt;
                                        ; the skill level,&lt;br /&gt;
                                        ; add 1 to the quality level.&lt;br /&gt;
                                        ; (BP is known to be 1, and&lt;br /&gt;
                                        ; item quality is known to be 0.)&lt;br /&gt;
&lt;br /&gt;
; Now we roll a d10 and compare.  It's important to note that the roll&lt;br /&gt;
; of the d10 is independent, not conditional, of the roll of the d5.&lt;br /&gt;
&lt;br /&gt;
loc_6FCBE1:                             ; Random number&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax        ; Modulus&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah        ; now EDX is in the range [0..9]&lt;br /&gt;
                                        ; i.e. d10 - 1&lt;br /&gt;
                cmp     edx, ebx        ; Compare&lt;br /&gt;
                jge     short loc_6FCC14&lt;br /&gt;
                add     [edi+78h], bp   ; If d10 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC14:                             ; Same thing for a d15.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0EFFFFFF3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh&lt;br /&gt;
                cmp     edx, ebx&lt;br /&gt;
                jge     short loc_6FCC47&lt;br /&gt;
                add     [edi+78h], bp   ; If d15 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC47:                             ; Same thing for a d20.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 3FFFFFE3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                sub     ecx, edx&lt;br /&gt;
                shr     ecx, 1&lt;br /&gt;
                add     ecx, edx&lt;br /&gt;
                shr     ecx, 1Ah&lt;br /&gt;
                cmp     ecx, ebx&lt;br /&gt;
                jge     short loc_6FCC80&lt;br /&gt;
                add     [edi+78h], bp   ; If d20 &amp;lt; skill. bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC80:                             ; Now we roll a d25&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0C7FFFFFDh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah&lt;br /&gt;
                cmp     edx, ebx        ; Compare against skill,&lt;br /&gt;
                jge     short loc_6FCCE2&lt;br /&gt;
                call    mt_engine       ; AND roll a d3&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0BFFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Dh&lt;br /&gt;
                test    edx, edx        ; The d3 result must be 1.&lt;br /&gt;
                                        ; (Technically, d3-1 is tested against 0.)&lt;br /&gt;
                jnz     short loc_6FCCE2&lt;br /&gt;
                add     [edi+78h], bp   ; If d25 &amp;lt; skill AND d3 = 1, bump&lt;br /&gt;
&lt;br /&gt;
loc_6FCCE2:&lt;br /&gt;
                cmp     word ptr [edi+78h], 5&lt;br /&gt;
                jnz     loc_6FCE28&lt;br /&gt;
                lea     ecx, [esp+40h+var_2C]&lt;br /&gt;
                call    ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ&lt;br /&gt;
                lea     ecx, [esp-14h+arg_24]&lt;br /&gt;
                push    ecx&lt;br /&gt;
                mov     ecx, esi&lt;br /&gt;
                mov     [esp-10h+arg_4C], 0&lt;br /&gt;
                call    get_dorf_name&lt;br /&gt;
                add     esp, 4&lt;br /&gt;
                push    offset aHasCreatedAMasterpiece ; &amp;quot; has created a masterpiece!&amp;quot;&lt;br /&gt;
                lea     ecx, [esp-10h+arg_24]&lt;br /&gt;
                call    ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z&lt;br /&gt;
                cmp     [esp-18h+arg_40], 10h&lt;br /&gt;
                mov     ecx, [esp-18h+arg_2C]&lt;br /&gt;
                jnb     short loc_6FCD2C&lt;br /&gt;
                lea     ecx, [esp-18h+arg_2C]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42045</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42045"/>
		<updated>2009-03-18T10:09:11Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: proper stats, and experimental results&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
&lt;br /&gt;
Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
&lt;br /&gt;
:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading masterpieces. ==&lt;br /&gt;
&lt;br /&gt;
As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wear and Tear ==&lt;br /&gt;
&lt;br /&gt;
Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
: Any idea how wear and tear is calculated?  I've have a long-time miner whose clothes are still rather pristine but what my mayor, who did next to nothing, wore was tattered. --[[User:FJH|FJH]] 00:54 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alcohol Quality ==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple quality modifiers ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Meals ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lower than expected item quality ==&lt;br /&gt;
&lt;br /&gt;
I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
&lt;br /&gt;
:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can you provide concrete confirmation of that?  It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Two Quality Levels==&lt;br /&gt;
&lt;br /&gt;
If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the &amp;quot;average&amp;quot; of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else.  For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *&amp;lt;&amp;lt;+bolt+&amp;gt;&amp;gt;*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Are preferences really more helpful with novices? ==&lt;br /&gt;
&lt;br /&gt;
I just added the &amp;quot;Jump&amp;quot; column to the table on this page.  Based on it I think this statement is false:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred.  Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From the article: &amp;quot;Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&amp;quot;  If this is true, then you can derive from the &amp;quot;Jump&amp;quot; column that gaining subsequent levels does not bring diminishing returns.  [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sorry, I'm totally confused about what you're trying to say here.  Higher skill tends to produce higher-quality goods.  A preference for the materials being used supposedly also produces higher-quality goods.  What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm trying to say that this bold part is false: &lt;br /&gt;
::::&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, okay.  Well, you could just drop that part of the sentence.  By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.&lt;br /&gt;
:::::I still think the &amp;quot;jump in value&amp;quot; column is still of very limited use.  It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else.  A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double.  To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::&amp;quot;To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.&amp;quot;  No, they only produce larger ''percentage'' increases at low levels.  I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff.  For example, Proficient and Accomplished are both good levels to start actually working.  [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::&amp;quot;Working on stuff&amp;quot; and &amp;quot;leveling up&amp;quot; generally happen simultaneously.  I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you &amp;quot;need&amp;quot; can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark.  In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality.  I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role.  Since he preferred alder and beds, I let him have the room with the masterpiece in it.  He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quality Probability Formulae ==&lt;br /&gt;
&lt;br /&gt;
Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)&lt;br /&gt;
:The assembly code is there to prove my assertion that the dice rolls are independent.  There should be just enough commenting that someone skilled in the art can follow along.  If you're not skilled in the art, it is essentially gibberish.  Which is why I hid it inside a comment.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:41, 16 March 2009 (UTC)&lt;br /&gt;
::I don't want to go into a paternity war for something I could not have fathered, but I believe I documented this first, and the table is actually copy-pasted from my page (http://www.dwarffortresswiki.net/index.php?title=User:Bartavelle&amp;amp;oldid=15474), and that's why I changed the discoverer name (actually I'm not sure it is that important to have this name in this page anyway). I'll try to produce a more readable description of the algorithm, but it would be nice if somebody checked the numbers. [[User:Bartavelle|Bartavelle]] 08:06, 16 March 2009 (UTC)&lt;br /&gt;
:::My bad, this table is not the same table that I produced, and it seems I was right to ask for number checking as mine are probably wrong :) [[User:Bartavelle|Bartavelle]] 08:09, 16 March 2009 (UTC)&lt;br /&gt;
::::This table too is wrong. For novice, quality == 0 is P(d5 &amp;gt;= 1)*P(d10 &amp;gt;= 1)*P(d15 &amp;gt;= 1)*P(d20 &amp;gt;= 1)*P( (d25 &amp;gt;= 1) || (d3&amp;gt;1) ) = 4/5 * 9/10 * 14/15 * 19/20 * (1 - P( d25&amp;lt;1 &amp;amp;&amp;amp; d3==1 ) ) =~ 0.63. Or I failed again ... [[User:Bartavelle|Bartavelle]] 08:55, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experimental values ==&lt;br /&gt;
Here are values recorded in a test fortress. The skill value is AFTER the bonuses are applied.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
| 0|| 317(100.00%) || 0(0.00%) || 0(0.00%) || 0(0.00%) || 0(0.00%) || 0(0.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 1|| 180(56.25%) || 119(37.19%) || 20(6.25%) || 0(0.00%) || 1(0.31%) || 0(0.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 2|| 142(38.59%) || 157(42.66%) || 53(14.40%) || 14(3.80%) || 2(0.54%) || 0(0.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 3|| 90(22.22%) || 149(36.79%) || 126(31.11%) || 37(9.14%) || 3(0.74%) || 0(0.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 4|| 16(4.68%) || 128(37.43%) || 131(38.30%) || 55(16.08%) || 12(3.51%) || 0(0.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 5|| 0(0.00%) || 73(21.16%) || 171(49.57%) || 87(25.22%) || 13(3.77%) || 1(0.29%) &lt;br /&gt;
|-&lt;br /&gt;
| 6|| 0(0.00%) || 61(16.85%) || 146(40.33%) || 106(29.28%) || 45(12.43%) || 4(1.10%) &lt;br /&gt;
|-&lt;br /&gt;
| 7|| 0(0.00%) || 28(8.89%) || 112(35.56%) || 122(38.73%) || 48(15.24%) || 5(1.59%) &lt;br /&gt;
|-&lt;br /&gt;
| 8|| 0(0.00%) || 9(3.90%) || 67(29.00%) || 91(39.39%) || 57(24.68%) || 7(3.03%) &lt;br /&gt;
|-&lt;br /&gt;
| 9|| 0(0.00%) || 3(1.28%) || 47(20.00%) || 121(51.49%) || 55(23.40%) || 9(3.83%) &lt;br /&gt;
|-&lt;br /&gt;
| 10|| 0(0.00%) || 0(0.00%) || 30(12.00%) || 125(50.00%) || 85(34.00%) || 10(4.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 11|| 0(0.00%) || 0(0.00%) || 29(10.94%) || 118(44.53%) || 111(41.89%) || 7(2.64%) &lt;br /&gt;
|-&lt;br /&gt;
| 12|| 0(0.00%) || 0(0.00%) || 11(3.86%) || 119(41.75%) || 126(44.21%) || 29(10.18%) &lt;br /&gt;
|-&lt;br /&gt;
| 13|| 0(0.00%) || 0(0.00%) || 11(3.67%) || 103(34.33%) || 155(51.67%) || 31(10.33%) &lt;br /&gt;
|-&lt;br /&gt;
| 14|| 0(0.00%) || 0(0.00%) || 4(1.27%) || 73(23.17%) || 203(64.44%) || 35(11.11%) &lt;br /&gt;
|-&lt;br /&gt;
| 15|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 80(23.88%) || 203(60.60%) || 52(15.52%) &lt;br /&gt;
|-&lt;br /&gt;
| 16|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 54(15.43%) || 240(68.57%) || 56(16.00%) &lt;br /&gt;
|-&lt;br /&gt;
| 17|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 40(10.96%) || 248(67.95%) || 77(21.10%) &lt;br /&gt;
|-&lt;br /&gt;
| 18|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 21(7.45%) || 199(70.57%) || 62(21.99%) &lt;br /&gt;
|-&lt;br /&gt;
| 19|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 6(4.51%) || 93(69.92%) || 34(25.56%) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I'm updating the table with the proper stats.&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33096</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33096"/>
		<updated>2009-03-17T19:25:49Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip - to be released&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33095</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33095"/>
		<updated>2009-03-17T09:23:50Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* How */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33094</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33094"/>
		<updated>2009-03-17T09:21:34Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Random questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33316</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33316"/>
		<updated>2009-03-17T09:20:34Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
To be edited ...&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33093</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33093"/>
		<updated>2009-03-17T09:20:14Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: blah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=31508</id>
		<title>User talk:Bartavelle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=31508"/>
		<updated>2009-03-16T10:33:24Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Item quality question III (IQQ III) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== IRC question ==&lt;br /&gt;
&lt;br /&gt;
No, I havn't yet looked at that stuff, sorry. --[[User:Rick|Rick]] 20:59, 8 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ok, I did it&lt;br /&gt;
&lt;br /&gt;
== Metal ID ==&lt;br /&gt;
&lt;br /&gt;
You probably already know this, but I just noticed on your user page about metal IDs, just to let you know, this isn't a static list and is built from raws data, this list probably works for a default install, it'd be better to read out the metal data from memory (these 'Metal ID' are actually indexes into this list). --[[User:Rick|Rick]] 19:10, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yup, it's either in the order of the metalgloss thing file, or you can read it into memory. I started writing the list until i realized how to do it.&lt;br /&gt;
&lt;br /&gt;
== Item quality question ==&lt;br /&gt;
&lt;br /&gt;
Hi, in the Item quality article it says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
&lt;br /&gt;
Let's say I had a Legendary+5 armorsmith with a preference for Steel.  If I order him to make steel plate, will his effective skill be 20 or 21?&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 13:22, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:We don't know the answer, as we have not had Holy Writ handed down from On High.  When I reverse-engineered the item quality calculations, there were some inputs that I could not determine the source of.  It is quite possible that the maker's preferences play a role, but that is not known with certainty.&lt;br /&gt;
:Despite this, I strongly suspect that the skill cap is applied after all modifiers have been summed.  So I think the answer is 20.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:37, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Item quality question II ==&lt;br /&gt;
&lt;br /&gt;
In [http://www.dwarffortresswiki.net/index.php?title=Item_quality&amp;amp;diff=31678&amp;amp;oldid=30622 this] edit, you changed the wording of the formula. Does that mean that, if the first roll fails, the other rolls do not occur? --[[User:Savok|Savok]] 12:20, 8 March 2009 (EDT)&lt;br /&gt;
* yes! [[User:Bartavelle|Bartavelle]] 19:39, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Item quality question III (IQQ III) ==&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is set to 5.&lt;br /&gt;
The result of a d5 roll is an integer 1-5 randomly picked, right? --[[User:Savok|Savok]] 20:56, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It is 0-5, randomly choosen (and of course not all values are as likely to be rolled). [[User:Bartavelle|Bartavelle]] 08:26, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Wait, what? Do you mean that 2 might be more or less likely than 8 for a d10? Or do you mean that +table+ might be more or less likely than *table*?&lt;br /&gt;
::And are you saying that the randomly chosen number is a real from 0-5, not an integer? --[[User:Savok|Savok]] 16:34, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I certainly hope he isn't.  &amp;quot;d5&amp;quot;, &amp;quot;d10&amp;quot;, etc. are almost universally considered notation for the rolling of a die with that many sides.  So d5 would mean possible results of 1, 2, 3, 4, or 5, with an equal chance of each, for instance.  If the mechanics of the game do not do that, then the page must be changed because d5, d10, etc. would be flat-out ''wrong''. --[[User:LegacyCWAL|LegacyCWAL]] 20:37, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: This formula is wrong, the rolls are independant, check the page it's clearer now. [[User:Bartavelle|Bartavelle]] 10:33, 16 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42044</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42044"/>
		<updated>2009-03-16T09:02:37Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Quality Probability Formulae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
&lt;br /&gt;
Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
&lt;br /&gt;
:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading masterpieces. ==&lt;br /&gt;
&lt;br /&gt;
As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
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::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
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:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
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::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
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== Wear and Tear ==&lt;br /&gt;
&lt;br /&gt;
Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
: Any idea how wear and tear is calculated?  I've have a long-time miner whose clothes are still rather pristine but what my mayor, who did next to nothing, wore was tattered. --[[User:FJH|FJH]] 00:54 20 February 2009 (EST)&lt;br /&gt;
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== Alcohol Quality ==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
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== Multiple quality modifiers ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
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== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
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== Masterpiece Meals ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)&lt;br /&gt;
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== Lower than expected item quality ==&lt;br /&gt;
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I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
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:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
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::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
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:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
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::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
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:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
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:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
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::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
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:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
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:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;br /&gt;
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::Can you provide concrete confirmation of that?  It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)&lt;br /&gt;
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==Two Quality Levels==&lt;br /&gt;
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If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the &amp;quot;average&amp;quot; of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else.  For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *&amp;lt;&amp;lt;+bolt+&amp;gt;&amp;gt;*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)&lt;br /&gt;
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== Are preferences really more helpful with novices? ==&lt;br /&gt;
&lt;br /&gt;
I just added the &amp;quot;Jump&amp;quot; column to the table on this page.  Based on it I think this statement is false:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
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[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)&lt;br /&gt;
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:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred.  Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From the article: &amp;quot;Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&amp;quot;  If this is true, then you can derive from the &amp;quot;Jump&amp;quot; column that gaining subsequent levels does not bring diminishing returns.  [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)&lt;br /&gt;
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:::Sorry, I'm totally confused about what you're trying to say here.  Higher skill tends to produce higher-quality goods.  A preference for the materials being used supposedly also produces higher-quality goods.  What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)&lt;br /&gt;
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::::I'm trying to say that this bold part is false: &lt;br /&gt;
::::&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, okay.  Well, you could just drop that part of the sentence.  By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.&lt;br /&gt;
:::::I still think the &amp;quot;jump in value&amp;quot; column is still of very limited use.  It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else.  A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double.  To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)&lt;br /&gt;
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::::::&amp;quot;To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.&amp;quot;  No, they only produce larger ''percentage'' increases at low levels.  I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff.  For example, Proficient and Accomplished are both good levels to start actually working.  [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)&lt;br /&gt;
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:::::::&amp;quot;Working on stuff&amp;quot; and &amp;quot;leveling up&amp;quot; generally happen simultaneously.  I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)&lt;br /&gt;
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::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you &amp;quot;need&amp;quot; can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)&lt;br /&gt;
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::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)&lt;br /&gt;
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:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark.  In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality.  I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role.  Since he preferred alder and beds, I let him have the room with the masterpiece in it.  He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 11 December 2008 (EST)&lt;br /&gt;
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:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)&lt;br /&gt;
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== Quality Probability Formulae ==&lt;br /&gt;
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Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)&lt;br /&gt;
:The assembly code is there to prove my assertion that the dice rolls are independent.  There should be just enough commenting that someone skilled in the art can follow along.  If you're not skilled in the art, it is essentially gibberish.  Which is why I hid it inside a comment.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:41, 16 March 2009 (UTC)&lt;br /&gt;
::I don't want to go into a paternity war for something I could not have fathered, but I believe I documented this first, and the table is actually copy-pasted from my page (http://www.dwarffortresswiki.net/index.php?title=User:Bartavelle&amp;amp;oldid=15474), and that's why I changed the discoverer name (actually I'm not sure it is that important to have this name in this page anyway). I'll try to produce a more readable description of the algorithm, but it would be nice if somebody checked the numbers. [[User:Bartavelle|Bartavelle]] 08:06, 16 March 2009 (UTC)&lt;br /&gt;
:::My bad, this table is not the same table that I produced, and it seems I was right to ask for number checking as mine are probably wrong :) [[User:Bartavelle|Bartavelle]] 08:09, 16 March 2009 (UTC)&lt;br /&gt;
::::This table too is wrong. For novice, quality == 0 is P(d5 &amp;gt;= 1)*P(d10 &amp;gt;= 1)*P(d15 &amp;gt;= 1)*P(d20 &amp;gt;= 1)*P( (d25 &amp;gt;= 1) || (d3&amp;gt;1) ) = 4/5 * 9/10 * 14/15 * 19/20 * (1 - P( d25&amp;lt;1 &amp;amp;&amp;amp; d3==1 ) ) =~ 0.63. Or I failed again ... [[User:Bartavelle|Bartavelle]] 08:55, 16 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42043</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42043"/>
		<updated>2009-03-16T08:55:46Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Quality Probability Formulae */&lt;/p&gt;
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&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
&lt;br /&gt;
Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
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:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
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:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
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== Trading masterpieces. ==&lt;br /&gt;
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As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
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:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
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::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
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:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
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::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
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== Wear and Tear ==&lt;br /&gt;
&lt;br /&gt;
Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
: Any idea how wear and tear is calculated?  I've have a long-time miner whose clothes are still rather pristine but what my mayor, who did next to nothing, wore was tattered. --[[User:FJH|FJH]] 00:54 20 February 2009 (EST)&lt;br /&gt;
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== Alcohol Quality ==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
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== Multiple quality modifiers ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Meals ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lower than expected item quality ==&lt;br /&gt;
&lt;br /&gt;
I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
&lt;br /&gt;
:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
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::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
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:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
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::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
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:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
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::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
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:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
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:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;br /&gt;
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::Can you provide concrete confirmation of that?  It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)&lt;br /&gt;
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==Two Quality Levels==&lt;br /&gt;
&lt;br /&gt;
If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the &amp;quot;average&amp;quot; of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else.  For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *&amp;lt;&amp;lt;+bolt+&amp;gt;&amp;gt;*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)&lt;br /&gt;
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== Are preferences really more helpful with novices? ==&lt;br /&gt;
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I just added the &amp;quot;Jump&amp;quot; column to the table on this page.  Based on it I think this statement is false:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
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[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)&lt;br /&gt;
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:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred.  Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From the article: &amp;quot;Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&amp;quot;  If this is true, then you can derive from the &amp;quot;Jump&amp;quot; column that gaining subsequent levels does not bring diminishing returns.  [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)&lt;br /&gt;
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:::Sorry, I'm totally confused about what you're trying to say here.  Higher skill tends to produce higher-quality goods.  A preference for the materials being used supposedly also produces higher-quality goods.  What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)&lt;br /&gt;
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::::I'm trying to say that this bold part is false: &lt;br /&gt;
::::&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, okay.  Well, you could just drop that part of the sentence.  By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.&lt;br /&gt;
:::::I still think the &amp;quot;jump in value&amp;quot; column is still of very limited use.  It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else.  A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double.  To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)&lt;br /&gt;
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::::::&amp;quot;To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.&amp;quot;  No, they only produce larger ''percentage'' increases at low levels.  I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff.  For example, Proficient and Accomplished are both good levels to start actually working.  [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)&lt;br /&gt;
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:::::::&amp;quot;Working on stuff&amp;quot; and &amp;quot;leveling up&amp;quot; generally happen simultaneously.  I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)&lt;br /&gt;
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::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you &amp;quot;need&amp;quot; can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)&lt;br /&gt;
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::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)&lt;br /&gt;
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:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark.  In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality.  I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role.  Since he preferred alder and beds, I let him have the room with the masterpiece in it.  He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 11 December 2008 (EST)&lt;br /&gt;
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:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)&lt;br /&gt;
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== Quality Probability Formulae ==&lt;br /&gt;
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Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)&lt;br /&gt;
:The assembly code is there to prove my assertion that the dice rolls are independent.  There should be just enough commenting that someone skilled in the art can follow along.  If you're not skilled in the art, it is essentially gibberish.  Which is why I hid it inside a comment.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:41, 16 March 2009 (UTC)&lt;br /&gt;
::I don't want to go into a paternity war for something I could not have fathered, but I believe I documented this first, and the table is actually copy-pasted from my page (http://www.dwarffortresswiki.net/index.php?title=User:Bartavelle&amp;amp;oldid=15474), and that's why I changed the discoverer name (actually I'm not sure it is that important to have this name in this page anyway). I'll try to produce a more readable description of the algorithm, but it would be nice if somebody checked the numbers. [[User:Bartavelle|Bartavelle]] 08:06, 16 March 2009 (UTC)&lt;br /&gt;
:::My bad, this table is not the same table that I produced, and it seems I was right to ask for number checking as mine are probably wrong :) [[User:Bartavelle|Bartavelle]] 08:09, 16 March 2009 (UTC)&lt;br /&gt;
::::This table too is wrong. For novice, quality != 0 is P(d5 &amp;gt;= 1)*P(d10 &amp;gt;= 1)*P(d15 &amp;gt;= 1)*P(d20 &amp;gt;= 1)*P( (d25 &amp;gt;= 1) || (d3&amp;gt;1) ) = 4/5 * 9/10 * 14/15 * 19/20 * (1 - P( d25&amp;lt;1 &amp;amp;&amp;amp; d3==1 ) ) =~ 0.63, so it should read 0.37 for no quality. Or I failed again ... [[User:Bartavelle|Bartavelle]] 08:55, 16 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42042</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42042"/>
		<updated>2009-03-16T08:09:19Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Quality Probability Formulae */&lt;/p&gt;
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&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
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Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
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:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
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:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
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== Trading masterpieces. ==&lt;br /&gt;
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As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
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:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
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::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
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:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
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::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
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== Wear and Tear ==&lt;br /&gt;
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Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
: Any idea how wear and tear is calculated?  I've have a long-time miner whose clothes are still rather pristine but what my mayor, who did next to nothing, wore was tattered. --[[User:FJH|FJH]] 00:54 20 February 2009 (EST)&lt;br /&gt;
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== Alcohol Quality ==&lt;br /&gt;
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Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
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== Multiple quality modifiers ==&lt;br /&gt;
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Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
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:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
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== Masterpiece Meals ==&lt;br /&gt;
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It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)&lt;br /&gt;
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== Lower than expected item quality ==&lt;br /&gt;
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I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
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:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
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::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
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:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
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::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
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:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
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I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
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:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
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::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
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:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
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:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;br /&gt;
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::Can you provide concrete confirmation of that?  It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)&lt;br /&gt;
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==Two Quality Levels==&lt;br /&gt;
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If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the &amp;quot;average&amp;quot; of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else.  For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *&amp;lt;&amp;lt;+bolt+&amp;gt;&amp;gt;*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Are preferences really more helpful with novices? ==&lt;br /&gt;
&lt;br /&gt;
I just added the &amp;quot;Jump&amp;quot; column to the table on this page.  Based on it I think this statement is false:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)&lt;br /&gt;
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:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred.  Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From the article: &amp;quot;Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&amp;quot;  If this is true, then you can derive from the &amp;quot;Jump&amp;quot; column that gaining subsequent levels does not bring diminishing returns.  [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)&lt;br /&gt;
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:::Sorry, I'm totally confused about what you're trying to say here.  Higher skill tends to produce higher-quality goods.  A preference for the materials being used supposedly also produces higher-quality goods.  What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)&lt;br /&gt;
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::::I'm trying to say that this bold part is false: &lt;br /&gt;
::::&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
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:::::Oh, okay.  Well, you could just drop that part of the sentence.  By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.&lt;br /&gt;
:::::I still think the &amp;quot;jump in value&amp;quot; column is still of very limited use.  It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else.  A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double.  To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)&lt;br /&gt;
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::::::&amp;quot;To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.&amp;quot;  No, they only produce larger ''percentage'' increases at low levels.  I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff.  For example, Proficient and Accomplished are both good levels to start actually working.  [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)&lt;br /&gt;
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:::::::&amp;quot;Working on stuff&amp;quot; and &amp;quot;leveling up&amp;quot; generally happen simultaneously.  I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)&lt;br /&gt;
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::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you &amp;quot;need&amp;quot; can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)&lt;br /&gt;
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::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)&lt;br /&gt;
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:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark.  In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality.  I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role.  Since he preferred alder and beds, I let him have the room with the masterpiece in it.  He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 11 December 2008 (EST)&lt;br /&gt;
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:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)&lt;br /&gt;
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== Quality Probability Formulae ==&lt;br /&gt;
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Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)&lt;br /&gt;
:The assembly code is there to prove my assertion that the dice rolls are independent.  There should be just enough commenting that someone skilled in the art can follow along.  If you're not skilled in the art, it is essentially gibberish.  Which is why I hid it inside a comment.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:41, 16 March 2009 (UTC)&lt;br /&gt;
::I don't want to go into a paternity war for something I could not have fathered, but I believe I documented this first, and the table is actually copy-pasted from my page (http://www.dwarffortresswiki.net/index.php?title=User:Bartavelle&amp;amp;oldid=15474), and that's why I changed the discoverer name (actually I'm not sure it is that important to have this name in this page anyway). I'll try to produce a more readable description of the algorithm, but it would be nice if somebody checked the numbers. [[User:Bartavelle|Bartavelle]] 08:06, 16 March 2009 (UTC)&lt;br /&gt;
:::My bad, this table is not the same table that I produced, and it seems I was right to ask for number checking as mine are probably wrong :) [[User:Bartavelle|Bartavelle]] 08:09, 16 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42041</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42041"/>
		<updated>2009-03-16T08:06:32Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Quality Probability Formulae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
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Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
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:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
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:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
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== Trading masterpieces. ==&lt;br /&gt;
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As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
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:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
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::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
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:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
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::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
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== Wear and Tear ==&lt;br /&gt;
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Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
: Any idea how wear and tear is calculated?  I've have a long-time miner whose clothes are still rather pristine but what my mayor, who did next to nothing, wore was tattered. --[[User:FJH|FJH]] 00:54 20 February 2009 (EST)&lt;br /&gt;
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== Alcohol Quality ==&lt;br /&gt;
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Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
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== Multiple quality modifiers ==&lt;br /&gt;
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Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
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== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
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:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
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== Masterpiece Meals ==&lt;br /&gt;
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It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)&lt;br /&gt;
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== Lower than expected item quality ==&lt;br /&gt;
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I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
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:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
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::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
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:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
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::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
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:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
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I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
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:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
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::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
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:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
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:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;br /&gt;
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::Can you provide concrete confirmation of that?  It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)&lt;br /&gt;
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==Two Quality Levels==&lt;br /&gt;
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If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the &amp;quot;average&amp;quot; of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else.  For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *&amp;lt;&amp;lt;+bolt+&amp;gt;&amp;gt;*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)&lt;br /&gt;
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== Are preferences really more helpful with novices? ==&lt;br /&gt;
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I just added the &amp;quot;Jump&amp;quot; column to the table on this page.  Based on it I think this statement is false:&lt;br /&gt;
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&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
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[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)&lt;br /&gt;
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:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred.  Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)&lt;br /&gt;
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::From the article: &amp;quot;Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&amp;quot;  If this is true, then you can derive from the &amp;quot;Jump&amp;quot; column that gaining subsequent levels does not bring diminishing returns.  [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)&lt;br /&gt;
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:::Sorry, I'm totally confused about what you're trying to say here.  Higher skill tends to produce higher-quality goods.  A preference for the materials being used supposedly also produces higher-quality goods.  What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)&lt;br /&gt;
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::::I'm trying to say that this bold part is false: &lt;br /&gt;
::::&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, okay.  Well, you could just drop that part of the sentence.  By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.&lt;br /&gt;
:::::I still think the &amp;quot;jump in value&amp;quot; column is still of very limited use.  It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else.  A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double.  To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)&lt;br /&gt;
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::::::&amp;quot;To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.&amp;quot;  No, they only produce larger ''percentage'' increases at low levels.  I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff.  For example, Proficient and Accomplished are both good levels to start actually working.  [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)&lt;br /&gt;
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:::::::&amp;quot;Working on stuff&amp;quot; and &amp;quot;leveling up&amp;quot; generally happen simultaneously.  I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)&lt;br /&gt;
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::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you &amp;quot;need&amp;quot; can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)&lt;br /&gt;
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::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)&lt;br /&gt;
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:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark.  In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality.  I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role.  Since he preferred alder and beds, I let him have the room with the masterpiece in it.  He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 11 December 2008 (EST)&lt;br /&gt;
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:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)&lt;br /&gt;
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== Quality Probability Formulae ==&lt;br /&gt;
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Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)&lt;br /&gt;
:The assembly code is there to prove my assertion that the dice rolls are independent.  There should be just enough commenting that someone skilled in the art can follow along.  If you're not skilled in the art, it is essentially gibberish.  Which is why I hid it inside a comment.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:41, 16 March 2009 (UTC)&lt;br /&gt;
::I don't want to go into a paternity war for something I could not have fathered, but I believe I documented this first, and the table is actually copy-pasted from my page (http://www.dwarffortresswiki.net/index.php?title=User:Bartavelle&amp;amp;oldid=15474), and that's why I changed the discoverer name (actually I'm not sure it is that important to have this name in this page anyway). I'll try to produce a more readable description of the algorithm, but it would be nice if somebody checked the numbers. [[User:Bartavelle|Bartavelle]] 08:06, 16 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=31504</id>
		<title>User talk:Bartavelle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=31504"/>
		<updated>2009-03-13T08:26:22Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Item quality question III (IQQ III) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== IRC question ==&lt;br /&gt;
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No, I havn't yet looked at that stuff, sorry. --[[User:Rick|Rick]] 20:59, 8 December 2007 (EST)&lt;br /&gt;
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Ok, I did it&lt;br /&gt;
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== Metal ID ==&lt;br /&gt;
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You probably already know this, but I just noticed on your user page about metal IDs, just to let you know, this isn't a static list and is built from raws data, this list probably works for a default install, it'd be better to read out the metal data from memory (these 'Metal ID' are actually indexes into this list). --[[User:Rick|Rick]] 19:10, 13 December 2007 (EST)&lt;br /&gt;
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Yup, it's either in the order of the metalgloss thing file, or you can read it into memory. I started writing the list until i realized how to do it.&lt;br /&gt;
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== Item quality question ==&lt;br /&gt;
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Hi, in the Item quality article it says:&lt;br /&gt;
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&amp;gt;First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
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Let's say I had a Legendary+5 armorsmith with a preference for Steel.  If I order him to make steel plate, will his effective skill be 20 or 21?&lt;br /&gt;
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[[User:Gairabad|Gairabad]] 13:22, 7 December 2008 (EST)&lt;br /&gt;
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:We don't know the answer, as we have not had Holy Writ handed down from On High.  When I reverse-engineered the item quality calculations, there were some inputs that I could not determine the source of.  It is quite possible that the maker's preferences play a role, but that is not known with certainty.&lt;br /&gt;
:Despite this, I strongly suspect that the skill cap is applied after all modifiers have been summed.  So I think the answer is 20.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:37, 7 December 2008 (EST)&lt;br /&gt;
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== Item quality question II ==&lt;br /&gt;
&lt;br /&gt;
In [http://www.dwarffortresswiki.net/index.php?title=Item_quality&amp;amp;diff=31678&amp;amp;oldid=30622 this] edit, you changed the wording of the formula. Does that mean that, if the first roll fails, the other rolls do not occur? --[[User:Savok|Savok]] 12:20, 8 March 2009 (EDT)&lt;br /&gt;
* yes! [[User:Bartavelle|Bartavelle]] 19:39, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Item quality question III (IQQ III) ==&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is set to 5.&lt;br /&gt;
The result of a d5 roll is an integer 1-5 randomly picked, right? --[[User:Savok|Savok]] 20:56, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is 0-5, randomly choosen (and of course not all values are as likely to be rolled). [[User:Bartavelle|Bartavelle]] 08:26, 13 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=31502</id>
		<title>User talk:Bartavelle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle&amp;diff=31502"/>
		<updated>2009-03-11T19:39:44Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Item quality question II */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== IRC question ==&lt;br /&gt;
&lt;br /&gt;
No, I havn't yet looked at that stuff, sorry. --[[User:Rick|Rick]] 20:59, 8 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ok, I did it&lt;br /&gt;
&lt;br /&gt;
== Metal ID ==&lt;br /&gt;
&lt;br /&gt;
You probably already know this, but I just noticed on your user page about metal IDs, just to let you know, this isn't a static list and is built from raws data, this list probably works for a default install, it'd be better to read out the metal data from memory (these 'Metal ID' are actually indexes into this list). --[[User:Rick|Rick]] 19:10, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yup, it's either in the order of the metalgloss thing file, or you can read it into memory. I started writing the list until i realized how to do it.&lt;br /&gt;
&lt;br /&gt;
== Item quality question ==&lt;br /&gt;
&lt;br /&gt;
Hi, in the Item quality article it says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
&lt;br /&gt;
Let's say I had a Legendary+5 armorsmith with a preference for Steel.  If I order him to make steel plate, will his effective skill be 20 or 21?&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 13:22, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:We don't know the answer, as we have not had Holy Writ handed down from On High.  When I reverse-engineered the item quality calculations, there were some inputs that I could not determine the source of.  It is quite possible that the maker's preferences play a role, but that is not known with certainty.&lt;br /&gt;
:Despite this, I strongly suspect that the skill cap is applied after all modifiers have been summed.  So I think the answer is 20.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:37, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Item quality question II ==&lt;br /&gt;
&lt;br /&gt;
In [http://www.dwarffortresswiki.net/index.php?title=Item_quality&amp;amp;diff=31678&amp;amp;oldid=30622 this] edit, you changed the wording of the formula. Does that mean that, if the first roll fails, the other rolls do not occur? --[[User:Savok|Savok]] 12:20, 8 March 2009 (EDT)&lt;br /&gt;
* yes! [[User:Bartavelle|Bartavelle]] 19:39, 11 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33090</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33090"/>
		<updated>2008-12-23T07:54:53Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* How */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
* [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip Here] is the package made by Valdemar.&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33294</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33294"/>
		<updated>2008-12-17T13:43:42Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Ending a Strange Mood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
*0x8.5 also gets turned on when a child is kidnapped.  &lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
::Staring off into the distance is the mood used by the zonked out people trapped in this underworld. --[[User:Armrha|Armrha]] 12:24, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about destroy the contents of a square? Or destroy all of X item? Cleanup on unbelievably cluttered, unplayable maps would be a real nice feature. Not sure how to do it though... I've seen tile edit but not contents edit. ~~----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
 version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
 0 words loaded&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
   DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
   self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
   self.getWords()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
   kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
   return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
   raise WinError()&lt;br /&gt;
 WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had this exact error too, until I right-clicked on dfcompanion_prototype.py and went to &amp;quot;open with&amp;quot; to find two python options, the second one worked. Have you got python previously installed and if so can you try uninstalling all versions and re-installing the latest one again? This could be a stab in the dark however... --[[User:Mrchinchin25|Mrchinchin25]] 23:48, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I recently downloaded this: what's been said so far to fix this problem isn't doing anything at all. Again, what do you mean &amp;quot;debug privileges?&amp;quot; --[[User:Pseu|Pseu]] 19:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was a moder for Elder Scrolls 4 and it required both python 2.4 and 2.5 to mod. Though t see if this would work, i uninstalled python 2.4 but it didn't, i'll try what you said Mrchinchin...  --[[User:0todd0|0todd0]] 20:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to debug privileges in Win XP.  Start-&amp;gt;Control Panel-&amp;gt;Administrative Tools-&amp;gt;Local security Settings-&amp;gt;local policies-&amp;gt;user rights assignment-&amp;gt;debug programs (on the right pane)--[[User:kirk|kirk]] 11:58, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I'm having the same issue with DF 0.27.176.38c and the newest version of Companion (downloaded it today). Also, kirk's info above isn't useful to anyone who is using XP Home - Local Security Settings isn't there. --[[User:Tyranic-Moron|Tyranic-Moron]] 22:06, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moogie's Problem ==&lt;br /&gt;
&lt;br /&gt;
I'm getting this:&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;C:\Documents and Settings\Moogie\My Documents\Dwarven Fortress\companion&lt;br /&gt;
 \dfcompanion_prototype.py&amp;quot;, line 3, in &amp;lt;module&amp;gt;&lt;br /&gt;
    import gtk&lt;br /&gt;
 ImportError: No module named gtk&lt;br /&gt;
&lt;br /&gt;
I have Gtk 2.10.11-1 installed in the Companion folder. I have Python 2.5.1 installed from ages ago when I used to play Oblivion.&lt;br /&gt;
&lt;br /&gt;
Why isn't it seeing Gtk there?&lt;br /&gt;
&lt;br /&gt;
Wow, I have no idea what I'm doing. The above comment is from me (Moogie). I don't know how to add a title or anything, sorry.&lt;br /&gt;
&lt;br /&gt;
: Don't worry, I'm sure you'll get it eventually. I've shifted your error into it's own section anyway, hopefully it's more noticeable this way. --[[User:Tyranic-Moron|Tyranic-Moron]] 18:52, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not running on Windows X64 either ==&lt;br /&gt;
&lt;br /&gt;
Okay since it doesn't run on Win2000, I bought a new PC just to get some better FPS on Dwarf Fortress, but this tool won't run on it either.&lt;br /&gt;
&lt;br /&gt;
I get the following error:&lt;br /&gt;
&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
Tried Python 2.4 and 2.5 and different versions of this utility but all are giving the same error.&lt;br /&gt;
&lt;br /&gt;
== Missing DLL file ==&lt;br /&gt;
&lt;br /&gt;
I have the latest version of Python. I downloaded all the required files. When I run DFcompanion_prototype.py, I get &amp;quot;This application has failed to start because libglib-2.0-0.dll was not found. Re-installing the application may fix this problem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why is it giving me this message if I've already installed all the required files?&lt;br /&gt;
&lt;br /&gt;
== Install Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For python 2.5 users, just grab the utility at this place, and unzip it (warning, this is an old version). &amp;quot;&lt;br /&gt;
It's an old version of dwarf companion?  If that's the case, where is the most recent version? I don't see it on your page. ([[User:Slitherrr|Slitherrr]] 11:58, 30 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==.39f is incompatible==&lt;br /&gt;
 D:\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 346, in __in&lt;br /&gt;
 it__&lt;br /&gt;
     self.dd = dwarfdbg()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 105, in __init__&lt;br /&gt;
     self.configoffsets()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 49, in configoffsets&lt;br /&gt;
     tmp = os.getPatternPos( r'\x68' + stock + r'\xb8....\xc7.........\x89.....'+ os.call + r'\x38' )[0]+0x21&lt;br /&gt;
 IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
This is the same problem I'm having too. I have all the correct packages installed. It looks like Dwarf Companion just doesn't work with 39f. - SquirrelFarmer&lt;br /&gt;
&lt;br /&gt;
== manual input of offsets for 39f ==&lt;br /&gt;
&lt;br /&gt;
Okay I might be ignorant to all this memory messing stuff, but wouldn't this problem with the new version be fixed if someone puts an if(1): at line 28 of dwarfdbg.py and changes there to what they should be in the new version?&lt;br /&gt;
&lt;br /&gt;
Would anyone happen to have the required addresses?&lt;br /&gt;
&lt;br /&gt;
These are the variables it needs, as you can see I've been trying a bit myself but I still don't have all the required ones.&lt;br /&gt;
&lt;br /&gt;
         self.off_vec_maincreatures = 0x01575DEC   #0x01427B50&lt;br /&gt;
         self.off_x_width =      0x015B7938 #0x01469698&lt;br /&gt;
         self.off_y_width =      0x015B793C #0x0146969C&lt;br /&gt;
         self.off_z_width =      0x015B7940 #0x014696A0&lt;br /&gt;
         self.off_map_data =      0x015B7920 #0x01469680&lt;br /&gt;
         self.off_race =         0x00000000 #0x0146B060&lt;br /&gt;
         self.off_lang =         0x00000000 #0x0146B180&lt;br /&gt;
         self.off_moodtime =      0x00000000 #0x01248ABA&lt;br /&gt;
         self.off_playedrace =      0x00000000 #0x01248AC8&lt;br /&gt;
         self.off_economy =      0x00000000 #0x0123B384&lt;br /&gt;
         self.off_xcursor =      0x009EF294 #0x008FF288&lt;br /&gt;
         self.off_ycursor =      0x009EF298 #0x008FF28C&lt;br /&gt;
         self.off_zcursor =      0x009EF29C #0x008FF290&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey Bartavelle, somebody in this thread noted that creature flag 0x1.4 seems to control the &amp;quot;projectile&amp;quot; status (blue background).  http://www.bay12games.com/forum/index.php?topic=27494.msg336702#msg336702&lt;br /&gt;
[[User:Footkerchief|Footkerchief]] 02:46, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Free cat pet option ==&lt;br /&gt;
&lt;br /&gt;
Hello mate, great work here. Thing is as I was trying to find a way to &amp;quot;free&amp;quot; the cats from their owners to prevent catsplosion, I realized you already had a right click option, marked &amp;quot;(doesn't work)&amp;quot; but it seems it worked for me. It resets the cat back to Uninterested state and does not seem to produce an unhappy thought. So why is it marked &amp;quot;does not work&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
--[[User:Alkar|Alkar]] 10:43, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yet more help needed ==&lt;br /&gt;
&lt;br /&gt;
When I try to run it via the command prompt, I get this error: http://i100.photobucket.com/albums/m39/weapon_ook/dfcompanion.jpg&lt;br /&gt;
I freely admit that I haven't the blindest clue of what it means. Any help? --[[User:Simmura McCrea|Simmura McCrea]] 14:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Can't help you there, '''but''' on the main page for DC, you can download an [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip exe version] of the tool, which saves you from having to use all the other dependancies (at least it works like a charm for me) --[[User:Alkar|Alkar]] 15:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, that seems to have fixed it. Thanks. --[[User:Simmura McCrea|Simmura McCrea]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Viewing more than just dwarves ==&lt;br /&gt;
&lt;br /&gt;
I see posts below of people modifying things that aren't dwarves. But, when I try setting the filter to &amp;quot;All Creatures&amp;quot; and refreshing, I still only get dwarves. Is there a trick to this? I'm hoping to find a way to deal with a floating wagon. -[[User:Fuzzy|Fuzzy]] 02:15, 7 December 2008 (EST)&lt;br /&gt;
*I think you're clicking the button that toggles whether or not to show dead creatures.  The buttons are inconsistently named (one names the current option, the other names the option to switch to), and really should be made consistent.&lt;br /&gt;
**I never noticed this stupid inconsistency. It'll be fixed. [[User:Bartavelle|Bartavelle]] 17:08, 16 December 2008 (EST)&lt;br /&gt;
* ^_^ But how ''does'' one view non-Dwarves? -[[User:Fuzzy|Fuzzy]] 17:15, 16 December 2008 (EST)&lt;br /&gt;
**There should be no problem just clicking the button. Is there an error message appearing in the console window ? [[User:Bartavelle|Bartavelle]] 01:39, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Ending a Strange Mood==&lt;br /&gt;
So, I've noticed that setting mood to none and removing the artifact creator bit doesn't end the fact that the dwarf is in a strange mood, although the exclamation point will go away.  If you (v)iew them they still show Strange Mood as their active job.  Any idea how to completely end a mood? --[[User:Squirrelloid|Squirrelloid]] 06:56, 17 December 2008 (EST)&lt;br /&gt;
* you would have to switch their active job. This is not yet implemented as this is a bit obscure and would likely result in endless crashes. [[User:Bartavelle|Bartavelle]] 08:43, 17 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33292</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33292"/>
		<updated>2008-12-17T06:39:13Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Viewing more than just dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
*0x8.5 also gets turned on when a child is kidnapped.  &lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
::Staring off into the distance is the mood used by the zonked out people trapped in this underworld. --[[User:Armrha|Armrha]] 12:24, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about destroy the contents of a square? Or destroy all of X item? Cleanup on unbelievably cluttered, unplayable maps would be a real nice feature. Not sure how to do it though... I've seen tile edit but not contents edit. ~~----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
 version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
 0 words loaded&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
   DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
   self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
   self.getWords()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
   kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
   return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
   raise WinError()&lt;br /&gt;
 WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had this exact error too, until I right-clicked on dfcompanion_prototype.py and went to &amp;quot;open with&amp;quot; to find two python options, the second one worked. Have you got python previously installed and if so can you try uninstalling all versions and re-installing the latest one again? This could be a stab in the dark however... --[[User:Mrchinchin25|Mrchinchin25]] 23:48, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I recently downloaded this: what's been said so far to fix this problem isn't doing anything at all. Again, what do you mean &amp;quot;debug privileges?&amp;quot; --[[User:Pseu|Pseu]] 19:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was a moder for Elder Scrolls 4 and it required both python 2.4 and 2.5 to mod. Though t see if this would work, i uninstalled python 2.4 but it didn't, i'll try what you said Mrchinchin...  --[[User:0todd0|0todd0]] 20:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to debug privileges in Win XP.  Start-&amp;gt;Control Panel-&amp;gt;Administrative Tools-&amp;gt;Local security Settings-&amp;gt;local policies-&amp;gt;user rights assignment-&amp;gt;debug programs (on the right pane)--[[User:kirk|kirk]] 11:58, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I'm having the same issue with DF 0.27.176.38c and the newest version of Companion (downloaded it today). Also, kirk's info above isn't useful to anyone who is using XP Home - Local Security Settings isn't there. --[[User:Tyranic-Moron|Tyranic-Moron]] 22:06, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moogie's Problem ==&lt;br /&gt;
&lt;br /&gt;
I'm getting this:&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;C:\Documents and Settings\Moogie\My Documents\Dwarven Fortress\companion&lt;br /&gt;
 \dfcompanion_prototype.py&amp;quot;, line 3, in &amp;lt;module&amp;gt;&lt;br /&gt;
    import gtk&lt;br /&gt;
 ImportError: No module named gtk&lt;br /&gt;
&lt;br /&gt;
I have Gtk 2.10.11-1 installed in the Companion folder. I have Python 2.5.1 installed from ages ago when I used to play Oblivion.&lt;br /&gt;
&lt;br /&gt;
Why isn't it seeing Gtk there?&lt;br /&gt;
&lt;br /&gt;
Wow, I have no idea what I'm doing. The above comment is from me (Moogie). I don't know how to add a title or anything, sorry.&lt;br /&gt;
&lt;br /&gt;
: Don't worry, I'm sure you'll get it eventually. I've shifted your error into it's own section anyway, hopefully it's more noticeable this way. --[[User:Tyranic-Moron|Tyranic-Moron]] 18:52, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not running on Windows X64 either ==&lt;br /&gt;
&lt;br /&gt;
Okay since it doesn't run on Win2000, I bought a new PC just to get some better FPS on Dwarf Fortress, but this tool won't run on it either.&lt;br /&gt;
&lt;br /&gt;
I get the following error:&lt;br /&gt;
&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
Tried Python 2.4 and 2.5 and different versions of this utility but all are giving the same error.&lt;br /&gt;
&lt;br /&gt;
== Missing DLL file ==&lt;br /&gt;
&lt;br /&gt;
I have the latest version of Python. I downloaded all the required files. When I run DFcompanion_prototype.py, I get &amp;quot;This application has failed to start because libglib-2.0-0.dll was not found. Re-installing the application may fix this problem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why is it giving me this message if I've already installed all the required files?&lt;br /&gt;
&lt;br /&gt;
== Install Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For python 2.5 users, just grab the utility at this place, and unzip it (warning, this is an old version). &amp;quot;&lt;br /&gt;
It's an old version of dwarf companion?  If that's the case, where is the most recent version? I don't see it on your page. ([[User:Slitherrr|Slitherrr]] 11:58, 30 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==.39f is incompatible==&lt;br /&gt;
 D:\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 346, in __in&lt;br /&gt;
 it__&lt;br /&gt;
     self.dd = dwarfdbg()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 105, in __init__&lt;br /&gt;
     self.configoffsets()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 49, in configoffsets&lt;br /&gt;
     tmp = os.getPatternPos( r'\x68' + stock + r'\xb8....\xc7.........\x89.....'+ os.call + r'\x38' )[0]+0x21&lt;br /&gt;
 IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
This is the same problem I'm having too. I have all the correct packages installed. It looks like Dwarf Companion just doesn't work with 39f. - SquirrelFarmer&lt;br /&gt;
&lt;br /&gt;
== manual input of offsets for 39f ==&lt;br /&gt;
&lt;br /&gt;
Okay I might be ignorant to all this memory messing stuff, but wouldn't this problem with the new version be fixed if someone puts an if(1): at line 28 of dwarfdbg.py and changes there to what they should be in the new version?&lt;br /&gt;
&lt;br /&gt;
Would anyone happen to have the required addresses?&lt;br /&gt;
&lt;br /&gt;
These are the variables it needs, as you can see I've been trying a bit myself but I still don't have all the required ones.&lt;br /&gt;
&lt;br /&gt;
         self.off_vec_maincreatures = 0x01575DEC   #0x01427B50&lt;br /&gt;
         self.off_x_width =      0x015B7938 #0x01469698&lt;br /&gt;
         self.off_y_width =      0x015B793C #0x0146969C&lt;br /&gt;
         self.off_z_width =      0x015B7940 #0x014696A0&lt;br /&gt;
         self.off_map_data =      0x015B7920 #0x01469680&lt;br /&gt;
         self.off_race =         0x00000000 #0x0146B060&lt;br /&gt;
         self.off_lang =         0x00000000 #0x0146B180&lt;br /&gt;
         self.off_moodtime =      0x00000000 #0x01248ABA&lt;br /&gt;
         self.off_playedrace =      0x00000000 #0x01248AC8&lt;br /&gt;
         self.off_economy =      0x00000000 #0x0123B384&lt;br /&gt;
         self.off_xcursor =      0x009EF294 #0x008FF288&lt;br /&gt;
         self.off_ycursor =      0x009EF298 #0x008FF28C&lt;br /&gt;
         self.off_zcursor =      0x009EF29C #0x008FF290&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey Bartavelle, somebody in this thread noted that creature flag 0x1.4 seems to control the &amp;quot;projectile&amp;quot; status (blue background).  http://www.bay12games.com/forum/index.php?topic=27494.msg336702#msg336702&lt;br /&gt;
[[User:Footkerchief|Footkerchief]] 02:46, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Free cat pet option ==&lt;br /&gt;
&lt;br /&gt;
Hello mate, great work here. Thing is as I was trying to find a way to &amp;quot;free&amp;quot; the cats from their owners to prevent catsplosion, I realized you already had a right click option, marked &amp;quot;(doesn't work)&amp;quot; but it seems it worked for me. It resets the cat back to Uninterested state and does not seem to produce an unhappy thought. So why is it marked &amp;quot;does not work&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
--[[User:Alkar|Alkar]] 10:43, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yet more help needed ==&lt;br /&gt;
&lt;br /&gt;
When I try to run it via the command prompt, I get this error: http://i100.photobucket.com/albums/m39/weapon_ook/dfcompanion.jpg&lt;br /&gt;
I freely admit that I haven't the blindest clue of what it means. Any help? --[[User:Simmura McCrea|Simmura McCrea]] 14:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Can't help you there, '''but''' on the main page for DC, you can download an [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip exe version] of the tool, which saves you from having to use all the other dependancies (at least it works like a charm for me) --[[User:Alkar|Alkar]] 15:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, that seems to have fixed it. Thanks. --[[User:Simmura McCrea|Simmura McCrea]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Viewing more than just dwarves ==&lt;br /&gt;
&lt;br /&gt;
I see posts below of people modifying things that aren't dwarves. But, when I try setting the filter to &amp;quot;All Creatures&amp;quot; and refreshing, I still only get dwarves. Is there a trick to this? I'm hoping to find a way to deal with a floating wagon. -[[User:Fuzzy|Fuzzy]] 02:15, 7 December 2008 (EST)&lt;br /&gt;
*I think you're clicking the button that toggles whether or not to show dead creatures.  The buttons are inconsistently named (one names the current option, the other names the option to switch to), and really should be made consistent.&lt;br /&gt;
**I never noticed this stupid inconsistency. It'll be fixed. [[User:Bartavelle|Bartavelle]] 17:08, 16 December 2008 (EST)&lt;br /&gt;
* ^_^ But how ''does'' one view non-Dwarves? -[[User:Fuzzy|Fuzzy]] 17:15, 16 December 2008 (EST)&lt;br /&gt;
**There should be no problem just clicking the button. Is there an error message appearing in the console window ? [[User:Bartavelle|Bartavelle]] 01:39, 17 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33290</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33290"/>
		<updated>2008-12-16T22:08:46Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Viewing more than just dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
*0x8.5 also gets turned on when a child is kidnapped.  &lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
::Staring off into the distance is the mood used by the zonked out people trapped in this underworld. --[[User:Armrha|Armrha]] 12:24, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about destroy the contents of a square? Or destroy all of X item? Cleanup on unbelievably cluttered, unplayable maps would be a real nice feature. Not sure how to do it though... I've seen tile edit but not contents edit. ~~----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
 version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
 0 words loaded&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
   DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
   self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
   self.getWords()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
   kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
   return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
   raise WinError()&lt;br /&gt;
 WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had this exact error too, until I right-clicked on dfcompanion_prototype.py and went to &amp;quot;open with&amp;quot; to find two python options, the second one worked. Have you got python previously installed and if so can you try uninstalling all versions and re-installing the latest one again? This could be a stab in the dark however... --[[User:Mrchinchin25|Mrchinchin25]] 23:48, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I recently downloaded this: what's been said so far to fix this problem isn't doing anything at all. Again, what do you mean &amp;quot;debug privileges?&amp;quot; --[[User:Pseu|Pseu]] 19:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was a moder for Elder Scrolls 4 and it required both python 2.4 and 2.5 to mod. Though t see if this would work, i uninstalled python 2.4 but it didn't, i'll try what you said Mrchinchin...  --[[User:0todd0|0todd0]] 20:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to debug privileges in Win XP.  Start-&amp;gt;Control Panel-&amp;gt;Administrative Tools-&amp;gt;Local security Settings-&amp;gt;local policies-&amp;gt;user rights assignment-&amp;gt;debug programs (on the right pane)--[[User:kirk|kirk]] 11:58, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I'm having the same issue with DF 0.27.176.38c and the newest version of Companion (downloaded it today). Also, kirk's info above isn't useful to anyone who is using XP Home - Local Security Settings isn't there. --[[User:Tyranic-Moron|Tyranic-Moron]] 22:06, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moogie's Problem ==&lt;br /&gt;
&lt;br /&gt;
I'm getting this:&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;C:\Documents and Settings\Moogie\My Documents\Dwarven Fortress\companion&lt;br /&gt;
 \dfcompanion_prototype.py&amp;quot;, line 3, in &amp;lt;module&amp;gt;&lt;br /&gt;
    import gtk&lt;br /&gt;
 ImportError: No module named gtk&lt;br /&gt;
&lt;br /&gt;
I have Gtk 2.10.11-1 installed in the Companion folder. I have Python 2.5.1 installed from ages ago when I used to play Oblivion.&lt;br /&gt;
&lt;br /&gt;
Why isn't it seeing Gtk there?&lt;br /&gt;
&lt;br /&gt;
Wow, I have no idea what I'm doing. The above comment is from me (Moogie). I don't know how to add a title or anything, sorry.&lt;br /&gt;
&lt;br /&gt;
: Don't worry, I'm sure you'll get it eventually. I've shifted your error into it's own section anyway, hopefully it's more noticeable this way. --[[User:Tyranic-Moron|Tyranic-Moron]] 18:52, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not running on Windows X64 either ==&lt;br /&gt;
&lt;br /&gt;
Okay since it doesn't run on Win2000, I bought a new PC just to get some better FPS on Dwarf Fortress, but this tool won't run on it either.&lt;br /&gt;
&lt;br /&gt;
I get the following error:&lt;br /&gt;
&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
Tried Python 2.4 and 2.5 and different versions of this utility but all are giving the same error.&lt;br /&gt;
&lt;br /&gt;
== Missing DLL file ==&lt;br /&gt;
&lt;br /&gt;
I have the latest version of Python. I downloaded all the required files. When I run DFcompanion_prototype.py, I get &amp;quot;This application has failed to start because libglib-2.0-0.dll was not found. Re-installing the application may fix this problem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why is it giving me this message if I've already installed all the required files?&lt;br /&gt;
&lt;br /&gt;
== Install Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For python 2.5 users, just grab the utility at this place, and unzip it (warning, this is an old version). &amp;quot;&lt;br /&gt;
It's an old version of dwarf companion?  If that's the case, where is the most recent version? I don't see it on your page. ([[User:Slitherrr|Slitherrr]] 11:58, 30 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==.39f is incompatible==&lt;br /&gt;
 D:\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 346, in __in&lt;br /&gt;
 it__&lt;br /&gt;
     self.dd = dwarfdbg()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 105, in __init__&lt;br /&gt;
     self.configoffsets()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 49, in configoffsets&lt;br /&gt;
     tmp = os.getPatternPos( r'\x68' + stock + r'\xb8....\xc7.........\x89.....'+ os.call + r'\x38' )[0]+0x21&lt;br /&gt;
 IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
This is the same problem I'm having too. I have all the correct packages installed. It looks like Dwarf Companion just doesn't work with 39f. - SquirrelFarmer&lt;br /&gt;
&lt;br /&gt;
== manual input of offsets for 39f ==&lt;br /&gt;
&lt;br /&gt;
Okay I might be ignorant to all this memory messing stuff, but wouldn't this problem with the new version be fixed if someone puts an if(1): at line 28 of dwarfdbg.py and changes there to what they should be in the new version?&lt;br /&gt;
&lt;br /&gt;
Would anyone happen to have the required addresses?&lt;br /&gt;
&lt;br /&gt;
These are the variables it needs, as you can see I've been trying a bit myself but I still don't have all the required ones.&lt;br /&gt;
&lt;br /&gt;
         self.off_vec_maincreatures = 0x01575DEC   #0x01427B50&lt;br /&gt;
         self.off_x_width =      0x015B7938 #0x01469698&lt;br /&gt;
         self.off_y_width =      0x015B793C #0x0146969C&lt;br /&gt;
         self.off_z_width =      0x015B7940 #0x014696A0&lt;br /&gt;
         self.off_map_data =      0x015B7920 #0x01469680&lt;br /&gt;
         self.off_race =         0x00000000 #0x0146B060&lt;br /&gt;
         self.off_lang =         0x00000000 #0x0146B180&lt;br /&gt;
         self.off_moodtime =      0x00000000 #0x01248ABA&lt;br /&gt;
         self.off_playedrace =      0x00000000 #0x01248AC8&lt;br /&gt;
         self.off_economy =      0x00000000 #0x0123B384&lt;br /&gt;
         self.off_xcursor =      0x009EF294 #0x008FF288&lt;br /&gt;
         self.off_ycursor =      0x009EF298 #0x008FF28C&lt;br /&gt;
         self.off_zcursor =      0x009EF29C #0x008FF290&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey Bartavelle, somebody in this thread noted that creature flag 0x1.4 seems to control the &amp;quot;projectile&amp;quot; status (blue background).  http://www.bay12games.com/forum/index.php?topic=27494.msg336702#msg336702&lt;br /&gt;
[[User:Footkerchief|Footkerchief]] 02:46, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Free cat pet option ==&lt;br /&gt;
&lt;br /&gt;
Hello mate, great work here. Thing is as I was trying to find a way to &amp;quot;free&amp;quot; the cats from their owners to prevent catsplosion, I realized you already had a right click option, marked &amp;quot;(doesn't work)&amp;quot; but it seems it worked for me. It resets the cat back to Uninterested state and does not seem to produce an unhappy thought. So why is it marked &amp;quot;does not work&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
--[[User:Alkar|Alkar]] 10:43, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yet more help needed ==&lt;br /&gt;
&lt;br /&gt;
When I try to run it via the command prompt, I get this error: http://i100.photobucket.com/albums/m39/weapon_ook/dfcompanion.jpg&lt;br /&gt;
I freely admit that I haven't the blindest clue of what it means. Any help? --[[User:Simmura McCrea|Simmura McCrea]] 14:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Can't help you there, '''but''' on the main page for DC, you can download an [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip exe version] of the tool, which saves you from having to use all the other dependancies (at least it works like a charm for me) --[[User:Alkar|Alkar]] 15:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, that seems to have fixed it. Thanks. --[[User:Simmura McCrea|Simmura McCrea]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Viewing more than just dwarves ==&lt;br /&gt;
&lt;br /&gt;
I see posts below of people modifying things that aren't dwarves. But, when I try setting the filter to &amp;quot;All Creatures&amp;quot; and refreshing, I still only get dwarves. Is there a trick to this? I'm hoping to find a way to deal with a floating wagon. -[[User:Fuzzy|Fuzzy]] 02:15, 7 December 2008 (EST)&lt;br /&gt;
*I think you're clicking the button that toggles whether or not to show dead creatures.  The buttons are inconsistently named (one names the current option, the other names the option to switch to), and really should be made consistent.&lt;br /&gt;
**I never noticed this stupid inconsistency. It'll be fixed. [[User:Bartavelle|Bartavelle]] 17:08, 16 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33089</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33089"/>
		<updated>2008-09-14T18:10:06Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
* [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip Here] is the package made by Valdemar.&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.14-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33088</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33088"/>
		<updated>2008-09-14T10:16:58Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* How */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.14-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33087</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33087"/>
		<updated>2008-09-14T10:16:45Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.13-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33086</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33086"/>
		<updated>2008-09-12T06:24:16Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.13-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - to be released&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5185</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5185"/>
		<updated>2008-09-10T16:03:26Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Engineer taken by secretive mood, and creates... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5181</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5181"/>
		<updated>2008-09-03T11:56:22Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Possession */&lt;/p&gt;
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&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
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I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
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* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
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* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
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* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
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:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
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I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not all demands need to be met ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
&lt;br /&gt;
I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Possession ==&lt;br /&gt;
&lt;br /&gt;
I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42017</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42017"/>
		<updated>2008-09-01T13:17:24Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Lower than expected item quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
&lt;br /&gt;
Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
&lt;br /&gt;
:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading masterpieces. ==&lt;br /&gt;
&lt;br /&gt;
As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wear and Tear ==&lt;br /&gt;
&lt;br /&gt;
Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alcohol Quality ==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple quality modifiers ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Meals ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lower than expected item quality ==&lt;br /&gt;
&lt;br /&gt;
I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
&lt;br /&gt;
:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42016</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42016"/>
		<updated>2008-09-01T13:16:25Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Artifact quality modifier? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
&lt;br /&gt;
Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
&lt;br /&gt;
:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading masterpieces. ==&lt;br /&gt;
&lt;br /&gt;
As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wear and Tear ==&lt;br /&gt;
&lt;br /&gt;
Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alcohol Quality ==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple quality modifiers ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Meals ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lower than expected item quality ==&lt;br /&gt;
&lt;br /&gt;
I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
&lt;br /&gt;
:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32268</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32268"/>
		<updated>2008-09-01T12:52:59Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: clarifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot; The destruction or theft of such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year due to an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will cause unhappy thoughts. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. &lt;br /&gt;
&lt;br /&gt;
Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    || 100%     ||            ||              ||                ||           ||     &lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||  80%     ||  18%       || 1.9%         ||0.13%           ||0.007%     ||0.00009%&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||  60%     ||  32%       || 6.9%         || 1.0%           || 0.1%      ||0.003%&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||  40%     ||  42%       ||  14%         || 3.1%           || 0.5%      ||0.02%&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||  20%     ||  48%       ||  24%         || 6.8%           || 1.6%      ||0.09%&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||          ||  50%       ||  33%         ||  12%           || 4.0%      ||0.28%&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||          ||  40%       ||  36%         ||  17%           || 6.6%      ||0.58%&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||          ||  30%       ||  37%         ||  21%           ||  10%      || 1.1%&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||          ||  20%       ||  37%         ||  26%           ||  15%      || 1.8%&lt;br /&gt;
|-&lt;br /&gt;
|Professional||          ||  10%       ||  36%         ||  30%           ||  21%      || 2.9%&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||          ||            ||  33%         ||  33%           ||  29%      || 4.4%&lt;br /&gt;
|-&lt;br /&gt;
|Great       ||          ||            ||  27%         ||  33%           ||  34%      || 5.9%&lt;br /&gt;
|-&lt;br /&gt;
|Master      ||          ||            ||  20%         ||  32%           ||  40%      || 7.7%&lt;br /&gt;
|-&lt;br /&gt;
|High Master ||          ||            ||  13%         ||  31%           ||  46%      || 9.8%&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master||          ||            || 6.7%         ||  28%           ||  53%      ||  12%&lt;br /&gt;
|-&lt;br /&gt;
|Legendary   ||          ||            ||              ||  25%           ||  60%      ||  15%&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5 ||          ||            ||              ||                ||  73%      ||  27%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:Bartavelle]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 0.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 1.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 2.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 3.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is set to 5.  Otherwise, it just returns quality 4.&lt;br /&gt;
&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32267</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32267"/>
		<updated>2008-09-01T11:56:47Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: this is me!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot; The destruction or theft of such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year due to an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will cause unhappy thoughts. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. &lt;br /&gt;
&lt;br /&gt;
Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that 1) they can boost effective skill (not quality) by one to three levels, and 2) they have greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    || 100%     ||            ||              ||                ||           ||     &lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||  80%     ||  18%       || 1.9%         ||0.13%           ||0.007%     ||0.00009%&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||  60%     ||  32%       || 6.9%         || 1.0%           || 0.1%      ||0.003%&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||  40%     ||  42%       ||  14%         || 3.1%           || 0.5%      ||0.02%&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||  20%     ||  48%       ||  24%         || 6.8%           || 1.6%      ||0.09%&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||          ||  50%       ||  33%         ||  12%           || 4.0%      ||0.28%&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||          ||  40%       ||  36%         ||  17%           || 6.6%      ||0.58%&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||          ||  30%       ||  37%         ||  21%           ||  10%      || 1.1%&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||          ||  20%       ||  37%         ||  26%           ||  15%      || 1.8%&lt;br /&gt;
|-&lt;br /&gt;
|Professional||          ||  10%       ||  36%         ||  30%           ||  21%      || 2.9%&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||          ||            ||  33%         ||  33%           ||  29%      || 4.4%&lt;br /&gt;
|-&lt;br /&gt;
|Great       ||          ||            ||  27%         ||  33%           ||  34%      || 5.9%&lt;br /&gt;
|-&lt;br /&gt;
|Master      ||          ||            ||  20%         ||  32%           ||  40%      || 7.7%&lt;br /&gt;
|-&lt;br /&gt;
|High Master ||          ||            ||  13%         ||  31%           ||  46%      || 9.8%&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master||          ||            || 6.7%         ||  28%           ||  53%      ||  12%&lt;br /&gt;
|-&lt;br /&gt;
|Legendary   ||          ||            ||              ||  25%           ||  60%      ||  15%&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5 ||          ||            ||              ||                ||  73%      ||  27%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:Bartavelle]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 1, legendary is 16. It's capped at 21.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is bumped. &lt;br /&gt;
&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33085</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33085"/>
		<updated>2008-08-27T14:15:32Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.13-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - to be released&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33084</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33084"/>
		<updated>2008-08-22T07:46:35Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Problems? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.13-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33083</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33083"/>
		<updated>2008-08-20T17:32:26Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Problems? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.13-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something can't be found in imlib 0.0.0.dll something&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33081</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33081"/>
		<updated>2008-08-18T12:33:27Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d through 39e but not 39f. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.13-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33078</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33078"/>
		<updated>2008-07-18T08:50:39Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d, 33f, 33g, 38* and hopefully 39*. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.12-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33077</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33077"/>
		<updated>2008-07-18T08:48:40Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* How */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d, 33f, 33g, 38* and hopefully 39*. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it (warning, this is an old version).&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.12-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33076</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33076"/>
		<updated>2008-07-18T08:47:52Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* What? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d, 33f, 33g, 38* and hopefully 39*. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it.&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.11-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33258</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33258"/>
		<updated>2008-05-27T12:51:06Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Unable to run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
  DFcmp = DFcompanion()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
  self.dd = dwarfdbg()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
  self.getWords()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
  kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
  return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
  raise WinError()&lt;br /&gt;
WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33072</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33072"/>
		<updated>2008-04-22T07:07:20Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* How */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d, 33f, 33g, and 38a. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first:&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/downloading.php?groupname=gladewin32&amp;amp;filename=gtk-2.8.20-win32-1.exe&amp;amp;use_mirror=superb-east this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;(&amp;lt;&amp;lt; link is dead)&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it.&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.11-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33215</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33215"/>
		<updated>2008-02-21T06:46:37Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33213</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33213"/>
		<updated>2008-02-20T06:34:18Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33065</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33065"/>
		<updated>2008-02-13T14:58:28Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d, 33f and 33g. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first:&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://gladewin32.sourceforge.net/modules/news/ this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it.&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.8-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33062</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33062"/>
		<updated>2008-02-13T07:05:06Z</updated>

		<summary type="html">&lt;p&gt;Bartavelle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm in holidays, so if you encounter issues, please copy/paste in the discussion page. I'll check it often. Oh and if you know how to reduce the screenshot, please do so !&lt;br /&gt;
&lt;br /&gt;
= What? =&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d, 33f and 33g. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
[[Image:dfcompanion1.png|720px]]&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first:&lt;br /&gt;
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://gladewin32.sourceforge.net/modules/news/ this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For python 2.5 users, just grab the utility at [http://bartabox.banquise.net/df/companion-0.8-python25.zip this place], and unzip it.&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.8-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
Please run the tool from the command line if you experience problems, and copy/paste errors in the discussion page.&lt;br /&gt;
&lt;br /&gt;
The unit list often gets desynchronised (multiple dwarves appearing). To solve this, just press &amp;quot;refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;/div&gt;</summary>
		<author><name>Bartavelle</name></author>
	</entry>
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