<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krillin6</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krillin6"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Krillin6"/>
	<updated>2026-10-13T20:50:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=118123</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=118123"/>
		<updated>2010-06-11T22:58:20Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=118122</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=118122"/>
		<updated>2010-06-11T22:58:04Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortifications are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} and liquids but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. Creatures with a [FLIER] tag can of course fly over and avoid these walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, from preexisting stone walls; either constructed by {{l|dwarf|dwarves}} or left behind after having been {{l|mining|mined out}}. This is done by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. It must be noted that rough natural stone walls cannot be carved into fortifications, only smoothed or engraved stone. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=118102</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=118102"/>
		<updated>2010-06-11T22:32:49Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortifications are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} and liquids but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. Creatures with a [FLIER] tag can of course fly over and avoid these walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. First they can be carved out of existing stone wall, either one constructed by {{l|dwarf|dwarves}} or one {{l|mining|mined out}} (Carving fortifications from natural stone does not appear to work anymore, at least not in 31.05; please confirm {{verify}}). This is done by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=118095</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=118095"/>
		<updated>2010-06-11T22:28:21Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortifications are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} and liquids but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. Creatures with a [FLIER] tag can of course fly over and avoid these walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. First they can be carved out of existing stone wall, either one constructed by {{l|dwarf|dwarves}} or one {{l|mining|mined out}} (Carving fortifications from natural stone does not appear to work anymore, at least not in 31.05; please confirm). This is done by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=118090</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=118090"/>
		<updated>2010-06-11T22:22:01Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm running 31.05 and can't get Carve Fortifications designations to work on natural stone.  I'm trying on natural stone, but it just isn't doing anything.  It appears to only work on constructed stone walls.  Can someone confirm on 31.0X ?--[[User:Krillin6|Krillin6]] 22:18, 11 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=118088</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=118088"/>
		<updated>2010-06-11T22:18:50Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm running 31.05 and can't get Carve Fortifications designations to work.  I'm trying on natural stone, but it just isn't doing anything.  Any ideas?--[[User:Krillin6|Krillin6]] 22:18, 11 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=116811</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=116811"/>
		<updated>2010-06-03T21:46:29Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=116809</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=116809"/>
		<updated>2010-06-03T21:45:34Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)--[[Special:Contributions/67.164.20.200|67.164.20.200]] 21:45, 3 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Block&amp;diff=116491</id>
		<title>v0.31 Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Block&amp;diff=116491"/>
		<updated>2010-06-01T22:46:23Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Block Hauling ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to be able to haul blocks out of my workshops, consequently they're all cluttered horrendously. How do I get my haulers to get rid of them? --[[User:Nimblewright|Nimblewright]] 18:04, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Your dwarves should haul them to bar/block stockpiles. Do you have one with space free? If you have one and they're not doing it report it as a bug! [[User:Akkie|Akkie]] 18:16, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If it is wood blocks you are having a problem with, it is a bug. In stockpile settings there is no such thing as a wood block. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 [[User:Daniel|Daniel]] 09:24, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I had an issue with this as well (with wood blocks).  Until the bug is fixed, I just deconstruct and rebuild my carpenter’s workshop, then I set a small garbage zone where I want the blocks to go and mark them for dumping, removing the zone and reclaiming the blocks once they’re all moved. --[[User:Frewfrux|Frewfrux]] 22:28, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Before you can be sure it's a bug, make absolutely sure you have all hauling jobs enabled on your haulers, as there are 7 different hauling skills.  I'm not sure which one needs to be enabled in particular for block hauling, though. --[[User:Krillin6|Krillin6]] 22:46, 1 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=115803</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=115803"/>
		<updated>2010-05-28T19:18:56Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: /* Dwarf Therapist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.04 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC1.rar get it here]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
'''Please note this tool is not complete and cannot render dwarf fortress. It is in development.'''&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
For 31.04, the following works:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; .31.04&lt;br /&gt;
[4BF014FA]&lt;br /&gt;
dwarf_fortress=0x00A551C0&lt;br /&gt;
map_data=0x016BAAC4&lt;br /&gt;
map_x_count=0x016BAAE4&lt;br /&gt;
map_y_count=0x016BAAE8&lt;br /&gt;
map_z_count=0x016BAAEC&lt;br /&gt;
map_data_designation_offset=0x29C&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilizations (Giant Toad and Cave Crocodile civilizations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 5.2 is out (5/18/10). This version supports DF build 3.01.04. &lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Version 5.2 does currently contain some known issues.&lt;br /&gt;
&lt;br /&gt;
KNOWN ISSUES&lt;br /&gt;
&lt;br /&gt;
1) Setting Mining and Woodcutting&lt;br /&gt;
Setting these labors rely on the dwarf already having the proper equipment (pick or axe). These labors should be manually set in game for now.&lt;br /&gt;
&lt;br /&gt;
2) Migration Waves Incorrect&lt;br /&gt;
The group-by &amp;quot;Migration Wave&amp;quot; is based on some shady guesswork based on dwarf ids. It is in no way 100% accurate, but can sometimes amaze me that it works :)&lt;br /&gt;
   &lt;br /&gt;
3) Dwarf and Squad Names&lt;br /&gt;
This is brute force word-list searching. Verb conjugation, plurality and case are a crapshoot. But it's generally pretty close.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
== DF Map Compressor / DF Map Archive ==&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== [[User:Soundandfury/DF_Designer|DF Designer]] ==&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
== [http://winmerge.org/ WinMerge] ==&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=115802</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=115802"/>
		<updated>2010-05-28T19:17:34Z</updated>

		<summary type="html">&lt;p&gt;Krillin6: /* Dwarf Therapist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.04 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC1.rar get it here]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
'''Please note this tool is not complete and cannot render dwarf fortress. It is in development.'''&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
For 31.04, the following works:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; .31.04&lt;br /&gt;
[4BF014FA]&lt;br /&gt;
dwarf_fortress=0x00A551C0&lt;br /&gt;
map_data=0x016BAAC4&lt;br /&gt;
map_x_count=0x016BAAE4&lt;br /&gt;
map_y_count=0x016BAAE8&lt;br /&gt;
map_z_count=0x016BAAEC&lt;br /&gt;
map_data_designation_offset=0x29C&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilizations (Giant Toad and Cave Crocodile civilizations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 5.2 is out (5/18/10). This version supports DF build 3.01.04. &lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Version 5.2 does currently contain some known issues.&lt;br /&gt;
&lt;br /&gt;
==============================================================================   &lt;br /&gt;
KNOWN ISSUES&lt;br /&gt;
==============================================================================&lt;br /&gt;
 * - Setting Mining and Woodcutting -&lt;br /&gt;
   Setting these labors rely on the dwarf already having the proper equipment&lt;br /&gt;
   (pick or axe). These labors should be manually set in game for now.&lt;br /&gt;
&lt;br /&gt;
 * - Migration Waves Incorrect -&lt;br /&gt;
   The group-by &amp;quot;Migration Wave&amp;quot; is based on some shady guesswork&lt;br /&gt;
   based on dwarf ids. It is in no way 100% accurate, but can sometimes amaze &lt;br /&gt;
   me that it works :)&lt;br /&gt;
   &lt;br /&gt;
 * - Dwarf and Squad Names -&lt;br /&gt;
   This is brute force word-list searching. Verb conjugation, plurality and &lt;br /&gt;
   case are a crapshoot. But it's generally pretty close.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
== DF Map Compressor / DF Map Archive ==&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== [[User:Soundandfury/DF_Designer|DF Designer]] ==&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
== [http://winmerge.org/ WinMerge] ==&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;/div&gt;</summary>
		<author><name>Krillin6</name></author>
	</entry>
</feed>