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	<updated>2026-06-29T08:51:01Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=123068</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=123068"/>
		<updated>2010-07-29T23:57:07Z</updated>

		<summary type="html">&lt;p&gt;Funk: add the bone of Adventure Mode Combat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:old|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|T}}'(shift+t to enter Fast-travel mode, but shift+. (Pretend you are making the '&amp;gt;' symbol )to exit), no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns only have bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. only seem to improve the associated skills. Abilities (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving. Bolts and arrows are less deadly with the ability to be blocked. Armor protects you much better versus bolts and arrows - when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human  town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in your inventory, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
or how to kill every thing.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons not all can kill and maim to the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade help in makeing bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worse throw it at some one.NOTE uses dagger skill not sword. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakist true sword but are still good for use fighting wolfs and the like just dont take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cuting power of the short sword,it stabs go in 2 time as far,truey this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armmor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop,think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of armok use a diffent weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a diffent weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting arrmor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer,skilled hands Goblins shatter like glass. in less skilled bruiseing. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashs.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;/div&gt;</summary>
		<author><name>Funk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43251</id>
		<title>40d:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43251"/>
		<updated>2009-08-15T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;Funk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[well]] is an important part of any fortress. It gives you a source of [[water]] that doesn't dry up or freeze. It's indoors, so there's no threat from [[carp]], [[goblins]], or [[animal]]s. You can even use it safely during a [[siege]]. Using it provides your dwarves with happy [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Wells can be intimidating to build. Draining water from the surface can flood your fortress if you aren't careful. The first part of this guide tells you how to build a well by draining a [[pond]]. The second part tells you how to build a well by using a [[brook]], which is an unlimited water source and should be handled carefully.&lt;br /&gt;
&lt;br /&gt;
Draining from a [[river]] is not recommended, but can be done. That requires a [[reservoir]], since there's an unlimited supply of water entering the map. You will also want to control the water with [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
To build a well you will need a [[stone]] [[block]], a [[Restraint|chain (or rope)]], a [[bucket]] and a [[mechanism]].&lt;br /&gt;
&lt;br /&gt;
==Pond Draining Technique==&lt;br /&gt;
&lt;br /&gt;
1. Mine a one-square wide tunnel to a place near the pond to be drained. &lt;br /&gt;
&lt;br /&gt;
 ~######&lt;br /&gt;
 ~#+++++&lt;br /&gt;
 ~######&lt;br /&gt;
&lt;br /&gt;
2. Figure out how many squares of water are in the pond. You will need the same number of empty tiles below your well. Stairs do count as empty. The well does not need to be on the same level as the water. &lt;br /&gt;
&lt;br /&gt;
3. Channel though the floor the the end of the tunnel. Your well will be on this tile, or directly below it. &lt;br /&gt;
&lt;br /&gt;
4. Dig a staircase down, just behind the channel. &lt;br /&gt;
&lt;br /&gt;
 ~########&lt;br /&gt;
 ~#.&amp;gt;+++++&lt;br /&gt;
 ~########&lt;br /&gt;
&lt;br /&gt;
5. Repeat this stair and channel pattern as far down as you need. If in doubt, make it a level deeper than you need. &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 ##.X#&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
6. If you run out of depth, just make the bottom wider. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #+++#&lt;br /&gt;
 #+.X#&lt;br /&gt;
 #+++#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
7. Almost ready to drain the lake! Check for any leaks. You might want to place a door behind the channel, as a precaution. &lt;br /&gt;
&lt;br /&gt;
8. From the surface, channel through the last square separating the pond from the tunnel. Wait for all the water to drain into the well.&lt;br /&gt;
&lt;br /&gt;
9. Build the well. You can make it anywhere above the water surface. You might want to widen the tunnel so more dwarves can access the well at once.       &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 #+++##&lt;br /&gt;
 Do++D+&lt;br /&gt;
 #+++##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)&lt;br /&gt;
&lt;br /&gt;
===Aquifer Technique===&lt;br /&gt;
a small 1x1 Stair down to the aquifer is mostly the only reason to have a Aquifer at all.&lt;br /&gt;
&lt;br /&gt;
===Style points===&lt;br /&gt;
&lt;br /&gt;
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.&lt;br /&gt;
&lt;br /&gt;
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #.OX#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using ponds/pools in areas with heavy rain ==&lt;br /&gt;
&lt;br /&gt;
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow.  Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full.  This allows them, over the course of a year, to provide more water than they can hold at any one time.  Note that only naturally occurring tiles that are &amp;quot;murky pools&amp;quot; will collect rain - an identically size excavation next to a murky pool will not.  Expanding a murky pool will allow the water to expand, but rain will only be &amp;quot;collected&amp;quot; in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to [[Evaporation|evaporate]] as normal for water.  Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.&lt;br /&gt;
&lt;br /&gt;
==Tapping a Brook==&lt;br /&gt;
&lt;br /&gt;
A [[brook]] can be tapped to supply constant water for a well, if you have one in your area.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' Trying this downstream from a waterfall doesn't seem to work; the [[water pressure]] it produces is too high, you &lt;br /&gt;
will flood your fortress (unless you use floodgates to control it).&lt;br /&gt;
&lt;br /&gt;
You'll need to understand the basics of digging, etc., as much is glossed over in this particular guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Dig out a room similar to the one below. It's easier if it's one [[z-axis|z-level]] above&lt;br /&gt;
the brook itself but that can be addressed several ways. The room itself could be different,&lt;br /&gt;
perhaps even just one square of a channel, where the well will be placed. Whatever you prefer.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-0&lt;br /&gt;
&lt;br /&gt;
	  ###+###&lt;br /&gt;
	  #+++++#&lt;br /&gt;
	  #+++++#&lt;br /&gt;
	  #+++++#&lt;br /&gt;
	  #.....#&lt;br /&gt;
	  #######&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
OR&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 	   #+#&lt;br /&gt;
	   #.#&lt;br /&gt;
  	   ###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Connect your [[channel]] from the room above to the brook as follows. The tunnels can be wider, longer,&lt;br /&gt;
and can drop a z-level or two if you need to by various methods. You'll need some way for the [[miner]]s to &lt;br /&gt;
get down here; access from other rooms on that z-level by [[door]], [[staircase]], whatever.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
&lt;br /&gt;
           &lt;br /&gt;
         ###########&lt;br /&gt;
         #+++++++++#&lt;br /&gt;
         #+#######+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
############################&lt;br /&gt;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
############################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Mine the last two wall segments, your miners should easily outrun the water to the safety of a staircase/door. From&lt;br /&gt;
then on you should have a perpetual water source. It will fill the trench tiles to 7/7 but should not overflow&lt;br /&gt;
into your fortress proper, as the water is returned to the brook and thus the pressure does not build up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Build a well on one of the channel squares in your original room and cover the others with [[floor grate]]s/[[floor hatch]]es.&lt;br /&gt;
Or, if you chose the smaller room, build the well, you're done.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Funk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&amp;diff=14662</id>
		<title>40d:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&amp;diff=14662"/>
		<updated>2009-08-04T16:34:31Z</updated>

		<summary type="html">&lt;p&gt;Funk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking you need to edit a text-file containing the settings, namely '''init.txt''', or the ''init file''.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
Your configuration file is called ''init.txt'' and is stored in the ''[installation folder]\data\init'' folder ([installation folder] is the folder where you installed Dwarf Fortress).&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the file with any text editor of your choice, Notepad works very well.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
There are a number of settings in Dwarf Fortress that you can alter to your liking:&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change this to ''OFF'' in order to turn off the sound and music.&lt;br /&gt;
&lt;br /&gt;
=== Volume ===&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Sets the default volume. &lt;br /&gt;
&lt;br /&gt;
=== Intro ===&lt;br /&gt;
*[INTRO:ON]&lt;br /&gt;
Change this to ''OFF'' in order to skip the intro movies.&lt;br /&gt;
&lt;br /&gt;
===Windowed/Fullscreen===&lt;br /&gt;
[WINDOWED:PROMPT]&lt;br /&gt;
Can be YES, NO or PROMPT.  YES sets the game to Windowed mode.&lt;br /&gt;
&lt;br /&gt;
=== Embark options ===&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
Set this to YES if you want the game to automatically create a save on embark&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:NO]&lt;br /&gt;
Set this to YES if you want the game to start paused whenever you load a fortress.&lt;br /&gt;
&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
Setting this to YES will make the game always ask if you are sure you want to embark in a spot.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_EMBARK_RIVER:FINDER] : underground rivers&lt;br /&gt;
*[SHOW_EMBARK_POOL:FINDER] : underground pools&lt;br /&gt;
*[SHOW_EMBARK_M_PIPE:FINDER] : magma pipes&lt;br /&gt;
*[SHOW_EMBARK_M_POOL:FINDER] : magma pools&lt;br /&gt;
*[SHOW_EMBARK_CHASM:FINDER] : chasms&lt;br /&gt;
*[SHOW_EMBARK_PIT:FINDER] : bottomless pits&lt;br /&gt;
*[SHOW_EMBARK_OTHER:FINDER] : Hidden Fun Stuff&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER] : tunnels constructed by dwarves, like a road but underground&lt;br /&gt;
These can be set to FINDER to only appear in the site finder, to ALWAYS to be shown on the local screen as well, or to NO if you don't want to be able to find something even in the site finder.&lt;br /&gt;
&lt;br /&gt;
=== The game window ===&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
Set this to yes to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:640]&lt;br /&gt;
*[WINDOWEDY:300]&lt;br /&gt;
*[FONT:curses_640x300.bmp]&lt;br /&gt;
This is the size and font for windowed mode. You can alter this however you want but please note that changing these values does not change the number of tiles displayed at once. To modify the number of tiles displayed at once you need to modify the GRID values in the previous section.&lt;br /&gt;
&lt;br /&gt;
In order to keep aspect ratio, multiply the value of WINDOWEDY with 2.133333333 to get the correct WINDOWEDX. You can also multiply WINDOWEDX with 0.46875 to get the correct WINDOWEDY value.&lt;br /&gt;
&lt;br /&gt;
You should change the font to ''curses_800x600.bmp'' if you increase the windowed size considerably. Despite the name, the font works both with 800x600 and 800x300 aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Running in a 1280x600 window, using the 'curses_640x300.bmp' font, will give an evenly stretched font, and an almost square aspect ratio. For an even more square aspect ratio, try 1600x600 (or 800x300) with the 'curses_800x600.bmp' font.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:800]&lt;br /&gt;
*[FULLSCREENY:600]&lt;br /&gt;
*[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
The same as above, only for fullscreen mode. Be sure you only use modes supported by your monitor!&lt;br /&gt;
&lt;br /&gt;
There are also several custom [[tilesets]] available on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== The look of the game ===&lt;br /&gt;
*[BLACK_SPACE:NO]&lt;br /&gt;
Set this to ''YES'' and the tiles will not be stretched, but will instead be centralized and then surrounded by black space.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
Set this to ''NO'' in order to only have periods (.) as ground tiles. If set to ''YES'' the game will randomly use ,.`' to represent ground.&lt;br /&gt;
&lt;br /&gt;
*[GRID:80:25]&lt;br /&gt;
*[FULLGRID:80:25]&lt;br /&gt;
These are the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  With the ''curses_800x600.bmp'' font, the tiles are 10x12, so with a window size of 800x600, a grid size of 80x50 works nicely. FULLGRID is used in full screen mode, whether graphics is on or not.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.&lt;br /&gt;
&lt;br /&gt;
*[NICKNAME_DWARF:CENTRALIZE]&lt;br /&gt;
*[NICKNAME_ADVENTURE:CENTRALIZE]&lt;br /&gt;
*[NICKNAME_LEGENDS:CENTRALIZE]&lt;br /&gt;
Use these settings to configure how nicknames are displayed in each mode of the game. REPLACE_FIRST replaces the first name of the dwarf with its nickname, CENTRALIZE puts the nickname between the first and last name of the dwarf and REPLACE_ALL replaces the original name completely with the nickname.&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
As above, for inside/subterranean areas.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
Change this to YES if you want to see an FPS counter. Currently does not function on macs.&lt;br /&gt;
&lt;br /&gt;
=== Colors ===&lt;br /&gt;
&lt;br /&gt;
All the color values at the end of the ''init.txt'' file is used to control how the game represents that particular color. If you for instance alter [BLACK_R], [BLACK_G] and [BLACK_B] to 255 the color black will be represented by white in the game.&lt;br /&gt;
&lt;br /&gt;
You can replace your colors with any scheme you would like.  There are a variety of pre-made schemes available on the [[color schemes]] page.&lt;br /&gt;
&lt;br /&gt;
=== Input ===&lt;br /&gt;
* [KEY_HOLD_MS:150]&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. Increase this if the game seems to repeat your instructions even if you only (intended to) press the key once.&lt;br /&gt;
&lt;br /&gt;
Recent versions of the game have been tweaked to ignore repeat presses in most situations (outside of menus and scrolling), so this isn't so important now.&lt;br /&gt;
&lt;br /&gt;
If you do need to adjust this, do so in small increments. A change of 25-50 should be more than enough. Any more and you slow down your scrolling considerably.&lt;br /&gt;
&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode. If MORE is set to ''NO'', all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
=== Game Changers and Performance Enhancers ===&lt;br /&gt;
For more detail on how to boost game speed through editing init.txt, see [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
*[PARTIAL_PRINT:YES:2]&lt;br /&gt;
This is an option that sets the game to only refresh parts of the screens that need it. This can greatly increase your fps, but only seems to function on certain systems. Using a higher value than 2 may be necessary for it to work (many players report it working when it's set one higher than their [G_FPS_CAP]).  Seems to work better on macs than on other systems.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
&lt;br /&gt;
Do exactly what they say, turn on or off temp, weather, economy, invaders, caveins, and artifacts.  It has been suggested to turn off Temperature and Weather for increased performance, as both do have every-frame calculations (temperatures are flows!)&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
These can be changed in-game, this is just the default setting for new forts.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
Sets the maximum frame refresh rate for the game.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
Determines the rate at which changes in game state are updated to screen.  This does not directly effect the underlying engine's actions (governed by FPS).  However, lowering this value (say, to 10) may result in improved performance, but will lead to a choppier visual appearance.  Systems with older video cards are likely to be most affected by this change.&lt;br /&gt;
&lt;br /&gt;
=== Resolution to Grid Ratios ===&lt;br /&gt;
Taken from [http://www.bay12games.com/forum/index.php?topic=22302.msg241991#msg241991]&lt;br /&gt;
&lt;br /&gt;
'''800x600'''&lt;br /&gt;
8x8: 100 x 75, &lt;br /&gt;
12x12: 66 x 50, &lt;br /&gt;
16x16: 50 x 37&lt;br /&gt;
&lt;br /&gt;
'''1024x768'''&lt;br /&gt;
8x8: 128 x 96, &lt;br /&gt;
12x12: 85 x 64, &lt;br /&gt;
16x16: 64 x 48&lt;br /&gt;
&lt;br /&gt;
'''1152x864'''&lt;br /&gt;
8x8: 144 x 108, &lt;br /&gt;
12x12: 96 x 72, &lt;br /&gt;
16x16: 72 x 54&lt;br /&gt;
&lt;br /&gt;
'''1280x960'''&lt;br /&gt;
8x8: 160 x 120, &lt;br /&gt;
12x12: 106 x 80, &lt;br /&gt;
16x16: 80 x 60&lt;br /&gt;
&lt;br /&gt;
'''1600x1200'''&lt;br /&gt;
8x8: 200 x 150, &lt;br /&gt;
12x12: 133 x 100, &lt;br /&gt;
16x16: 100 x 75&lt;br /&gt;
&lt;br /&gt;
'''1280x1024 (5:4)'''&lt;br /&gt;
8x8: 160 x 128, &lt;br /&gt;
12x12: 106 x 85, &lt;br /&gt;
16x16: 80 x 64&lt;br /&gt;
&lt;br /&gt;
'''1680x1050 (16:10)'''&lt;br /&gt;
8x8: ''210'' x 131, &lt;br /&gt;
12x12: 140 x 87, &lt;br /&gt;
16x16: 105 x 65&lt;br /&gt;
&lt;br /&gt;
'''1920x1200 (16:10)'''&lt;br /&gt;
8x8: ''240'' x 150, &lt;br /&gt;
12x12: 160 x 100, &lt;br /&gt;
16x16: 120 x 75&lt;br /&gt;
&lt;br /&gt;
== Editing Creatures ==&lt;br /&gt;
Check [[Creature_standard.txt]] for further information.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Funk</name></author>
	</entry>
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