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	<updated>2026-04-12T07:52:12Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_token&amp;diff=120329</id>
		<title>v0.31:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_token&amp;diff=120329"/>
		<updated>2010-07-06T02:31:25Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Item tokens are the first part in defining the target item in reactions, containing the ITEM_TOKEN and ITEM_SUBTYPE.  They determine the most basic form of item, and made more specific by {{l|Matgloss token|matgloss tokens}}.  Most item tokens use NO_SUBTYPE or NONE for subtype.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description &lt;br /&gt;
|-&lt;br /&gt;
| BAR || Bars, such as metal, fuel, or soap.&lt;br /&gt;
|-&lt;br /&gt;
| BARREL || Barrels.  Normally associated with [CONTAINS_LYE] tag to require a barrel of {{l|lye}}.&lt;br /&gt;
|-&lt;br /&gt;
| BOULDER || Rough stones, like from mining.&lt;br /&gt;
|-&lt;br /&gt;
| BOX || Boxes.  Includes bins and bags.&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC || Powders, such as plaster or dye.&lt;br /&gt;
|-&lt;br /&gt;
| THREAD || Thread type, such as silk, plant, or metal (adamantine).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=120039</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=120039"/>
		<updated>2010-07-03T00:32:03Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: /* Reaction Modifiers */  added testing findings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Reactions''' are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products. They must be assigned to specific [[Entities]]; if not explicitly added to an entity's definition, they will not be able to produce that reaction. For examples of various forms of reaction, see {{l|Reaction Examples}}.&lt;br /&gt;
&lt;br /&gt;
Currently, a reaction can only result in an object of base quality.&lt;br /&gt;
&lt;br /&gt;
==Reaction Makeup==&lt;br /&gt;
 [REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
 [NAME:&amp;lt;REACTION_NAME&amp;gt;]&lt;br /&gt;
 &amp;lt;... [[#Buildings]] One or more building references ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reagents]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Products]] Zero or more product declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reaction Modifiers]] Zero or more reaction modifiers ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Skills]] Zero or more skill references ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' - Refers to a unique identifier for the reaction (Used in Entity Raws to allow an Entity to make use of the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_NAME&amp;gt;''' - String displayed in the building for the reaction.&lt;br /&gt;
&lt;br /&gt;
==Entity Use==&lt;br /&gt;
In order for an entity to use the reaction a [PERMITTED_REACTION:] tag must be added.  It works by using the '''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' after the colon.&lt;br /&gt;
 [PERMITTED_REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
Each reaction requires a building to be declared for it to be used at.&lt;br /&gt;
&lt;br /&gt;
 [BUILDING:&amp;lt;BUILDING_IDENTIFIER&amp;gt;:&amp;lt;BUILDING_KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_IDENTIFIER''' - The building at which this reaction can be used. NOTE: SMELTER, KILN, KITCHEN and TANNER seem to be the only non-custom buildings allowed to be specified at this point.{{verify}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_KEY&amp;gt;''' - The key that is pressed at the building (Such as 'b' for bed at a Carpenter or a block at a Mason's). If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
A reagent is some object that is required to produce whatever the intended object is. This is typically something like needing the ore of a metal to smelt bars of it.&lt;br /&gt;
&lt;br /&gt;
===Reagent Types===&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
 or&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Type 1: Is used for reactions where a specific type of object is required, such as a BUCKET, SWORD, etc.&lt;br /&gt;
&lt;br /&gt;
Type 2: Is used for when only a material type is needed, such as METAL_ORE for smelter reactions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Identifier&amp;gt; - Used to refer to this reagent in the reaction Product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Quantity&amp;gt; - Used to refer to the number of individual units of the reagent needed for the reaction. NOTE: If a bar, thread, or cloth is used as the &amp;lt;ITEM_TOKEN&amp;gt;, then this value refers to the PRODUCT_DENSITY of the object (150, 15000, 10000 respectively).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_TOKEN&amp;gt; - Refers to the hard coded {{l|Item tokens|item token}} that the reagent must be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific ITEM_TOKEN, such as TOY:ITEM_TOY_MINIFORGE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_TOKEN&amp;gt; - Refers to the hard coded material type {{l|Matgloss token| token}} of the reagent, such as PLANT_MAT, METAL_ORE, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_SUBTYPE&amp;gt; - Refers to a specific item {{l|Matgloss subtypes|subtype}}, defined in the raws, of a specific MATGLOSS_TOKEN, such as INORGANIC:MICA. In the case of a plant type the syntax is slightly different, the MATGLOSS_SUBTYPE is actually &amp;lt;PLANT_NAME&amp;gt;:&amp;lt;PLANT_PART&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_NAME&amp;gt;'' - Refers to the actual plant's name in the raw files.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_PART&amp;gt;'' - Refers to the plant 'part' you want, whether it's the PLANT, WOOD, LEAVES, SEED, etc.&lt;br /&gt;
&lt;br /&gt;
===Reagent Modifier===&lt;br /&gt;
A reagent can be modified by attaching one, or more, of the following. The modification is used to narrow the available items that can be used for the reaction.&lt;br /&gt;
&lt;br /&gt;
'''[PRESERVE_REAGENT]''' - Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
'''[REACTION_CLASS:X]''' - Reagent's MATGLOSS_SUBTYPE must have a REACTION_CLASS of type X attached to it. Such as the various forms of Gypsum having [REACTION_CLASS:GYPSUM] in them.  Reaction classes are not hard-coded and you may freely insert REACTION_CLASS tags with custom &amp;quot;X&amp;quot; types into object definitions that will be used as reagents.&lt;br /&gt;
&lt;br /&gt;
'''[HAS_MATERIAL_REACTION_PRODUCT:X]''' - Reagent's MATGLOSS_SUBTYPE must have a MATERIAL_REACTION_PRODUCT tag. This is used primarily on items that come from a dead, or butchered, animal such as skins or fat for tanning and rendering.&lt;br /&gt;
&lt;br /&gt;
'''[UNROTTEN]''' - Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDMAT]''' - Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
'''[GLASS_MATERIAL]''' - Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only use objects allowed in the Stone Menu.&lt;br /&gt;
&lt;br /&gt;
'''[FIRE_BUILD_SAFE]''' - Reagent must be considered fire safe (INORGANIC, excluding COAL types).&lt;br /&gt;
&lt;br /&gt;
'''[MAGMA_BUILD_SAFE]''' - Reagent must be considered magma safe (INORGANIC, with a melting point greater than the temperature of Magma.&lt;br /&gt;
&lt;br /&gt;
'''[CAN_USE_ARTIFACT]''' - Reagent can be an Artifact.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PLANT_MATERIAL]''' - Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SILK_MATERIAL]''' - Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SOAP_MATERIAL]''' - Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_LEATHER_MATERIAL]''' - Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_BONE_MATERIAL]''' - Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SHELL_MATERIAL]''' - Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_TOOTH_MATERIAL]''' - Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_HORN_MATERIAL]''' - Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PEARL_MATERIAL]''' - Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
&lt;br /&gt;
'''[USE_BODY_COMPONENT]''' - Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
'''[METAL_ORE]''' - Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_WEB]''' - States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
&lt;br /&gt;
'''[WEB_ONLY]''' - States that the material has to be web (For making only silk thread?).&lt;br /&gt;
&lt;br /&gt;
'''[POTASHABLE]''' - The reagent must be able to be turned into pot ash.&lt;br /&gt;
&lt;br /&gt;
'''[EMPTY]''' - If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
'''[CONTAINS_LYE]''' - If the reagent is a container, it must contain LYE.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_CONTAIN_BARREL_ITEM]''' - If the reagent is a Barrel, it must not contain an item that has to reside in a barrel (Such as alcohol?).&lt;br /&gt;
&lt;br /&gt;
'''[BAG]''' - Reagent has to be a bag.  Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
These are the results of a given reaction. There may be any number of such results.&lt;br /&gt;
&lt;br /&gt;
===Product Format===&lt;br /&gt;
 [PRODUCT:&amp;lt;CHANCE&amp;gt;:&amp;lt;QUANTITY&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;CHANCE&amp;gt;''' - This is the chance (As a percent) that the &amp;lt;QUANTITY&amp;gt; number of items will be created after this reaction completes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;QUANTITY&amp;gt;''' - This is the number of the item to be created.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_TOKEN&amp;gt;''' - This is the ITEM_TOKEN of the result.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_SUBTYPE&amp;gt;''' - This is a ITEM_SUBTYPE listed in an actual Raw File.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS&amp;gt;''' - This is the MATGLOSS of the item. If you want to use the MATGLOSS information of a Reagent, then this is GET_MATERIAL_FROM_REAGENT:IDENTIFIER, where IDENTIFIER is the reagent's identifier in the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS_SUBTYPE&amp;gt;''' - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP. If GET_MATERIAL_FROM_REAGENT was used in the MATGLOSS, you can specify a type, or you can state NONE, to recieve the MATGLOSS_SUBTYPE of the reagent.&lt;br /&gt;
&lt;br /&gt;
Note that vermin can be created by using code similar to: [PRODUCT:100:1:VERMIN:NO_SUBTYPE:ROACH_LARGE:ROACH_LARGE]&lt;br /&gt;
&lt;br /&gt;
===Product Modifiers===&lt;br /&gt;
Each product may have a zero, or more, modifiers following its declaration.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]''' - This states that the product should be put into a specific container listed in as a reagent.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;IDENTIFIER&amp;gt;'' - Refers back to a reagent identifier.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_DIMENSION:&amp;lt;DIMENSION&amp;gt;]''' - Used to specify the dimensions of the object, primarily for use with bars, threads, and cloth.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;DIMENSION&amp;gt;'' - The 'size' of the object, for use in reactions that require a certain amount of bars, threads and cloth. 'Normal' size is bars = 150, threads = 15000 and cloth = 10000.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Reaction Modifiers==&lt;br /&gt;
Reactions can be further modified by the adding zero or more of the following.&lt;br /&gt;
&lt;br /&gt;
'''[FUEL]''' - Which states that it must take some form of COAL (COKE or CHARCOAL) to fuel it. If the building requires magma, it's assumed that this tag is ignored.&lt;br /&gt;
&lt;br /&gt;
'''[AUTOMATIC]''' - Meaning that if the reagents are present, this reaction is automatically added to the work list of the building, such as 'Butcher Animal' at a Butcher's or 'Gather Web' at a Loom. This tag will also work on reactions that do not have reagent requirements.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have to be associated with a reaction. This dictates what skill receives the experience and who can do the job. More than one skill can be associated with the reaction, but only the last SKILL on the list, that a dwarf can perform, receives experience.&lt;br /&gt;
&lt;br /&gt;
 [SKILL:&amp;lt;SKILL_TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;SKILL_TOKEN&amp;gt;''' - This is SKILL_TOKEN for the reaction.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=120038</id>
		<title>v0.31 Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=120038"/>
		<updated>2010-07-03T00:31:08Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: /* [AUTOMATIC] Tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worthless Stone Only ==&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only a stone of value 1 can be used?&lt;br /&gt;
&lt;br /&gt;
This tag is probably unconcerned with ''value'', but rather ''economic stone status'' -- whether the stone is used in any specific reactions.  For instance, anything which is listed under a [REAGENT:BOULDER...] is fair game (broad categories of reagents do not force economic stone status), but if it were to directly specify [REAGENT:CLAYSTONE...] then claystone would become an economic stone and would be forbidden from any WORTHLESS_STONE_ONLY reactions.&lt;br /&gt;
&lt;br /&gt;
One thing that would be necessary is to verify whether the WORTHLESS_STONE_ONLY setting honours the economic stone state of the Status screen -- i.e., if you enable an economic stone for routine crafting (say your entire fort is built on dolomite), is it now considered worthless stone? --[[User:JT|JT]] 20:42, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tested===&lt;br /&gt;
&lt;br /&gt;
I tested what I had written on account of the WORTHLESS_STONE_ONLY tag. It forces the reaction to honor the settings on the Economic Stone screen. Without this tag, ANY stone can be used in the reaction. With it, only stone allowed in the Economic Stone screen can be used.&lt;br /&gt;
&lt;br /&gt;
Further, [REAGENT:A:1:NONE:NONE:NONE:NONE][WORTHLESS_STONE_ONLY] can result in using a Stone, Flute, Bar of Ash, as the reagent.&lt;br /&gt;
[[User:Uprightpath|Upright Path]]&lt;br /&gt;
&lt;br /&gt;
==Gemstones and Quantity==&lt;br /&gt;
&lt;br /&gt;
Consider the following reaction:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[REACTION:CHARCOAL_TO_DIAMOND]&lt;br /&gt;
[NAME:make diamond from charcoal]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NONE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This produces not 1 but 150 diamonds from one piece of charcoal.  It seems the product quantity is equal to x times y, where x is the quantity value and y is the product dimension of the reagent.  If I verify this I'll put the info on the main page.  --[[User:SethCreiyd|SethCreiyd]] 20:01, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [AUTOMATIC] Tag ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this tag functions on reactions which don't require a reagent? It would be nice to have certain reactions (training, etc) queued up automatically. [[User:Shukaro|Shukaro]]&lt;br /&gt;
 &lt;br /&gt;
After testing, I have determined that reagentless reactions will indeed autopopulate the queue if they have the [AUTOMATIC] tag. Hooray! [[User:Shukaro|Shukaro]]&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=120037</id>
		<title>v0.31 Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=120037"/>
		<updated>2010-07-03T00:30:40Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: /* [AUTOMATIC] Tag */  added testing results&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worthless Stone Only ==&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only a stone of value 1 can be used?&lt;br /&gt;
&lt;br /&gt;
This tag is probably unconcerned with ''value'', but rather ''economic stone status'' -- whether the stone is used in any specific reactions.  For instance, anything which is listed under a [REAGENT:BOULDER...] is fair game (broad categories of reagents do not force economic stone status), but if it were to directly specify [REAGENT:CLAYSTONE...] then claystone would become an economic stone and would be forbidden from any WORTHLESS_STONE_ONLY reactions.&lt;br /&gt;
&lt;br /&gt;
One thing that would be necessary is to verify whether the WORTHLESS_STONE_ONLY setting honours the economic stone state of the Status screen -- i.e., if you enable an economic stone for routine crafting (say your entire fort is built on dolomite), is it now considered worthless stone? --[[User:JT|JT]] 20:42, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tested===&lt;br /&gt;
&lt;br /&gt;
I tested what I had written on account of the WORTHLESS_STONE_ONLY tag. It forces the reaction to honor the settings on the Economic Stone screen. Without this tag, ANY stone can be used in the reaction. With it, only stone allowed in the Economic Stone screen can be used.&lt;br /&gt;
&lt;br /&gt;
Further, [REAGENT:A:1:NONE:NONE:NONE:NONE][WORTHLESS_STONE_ONLY] can result in using a Stone, Flute, Bar of Ash, as the reagent.&lt;br /&gt;
[[User:Uprightpath|Upright Path]]&lt;br /&gt;
&lt;br /&gt;
==Gemstones and Quantity==&lt;br /&gt;
&lt;br /&gt;
Consider the following reaction:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[REACTION:CHARCOAL_TO_DIAMOND]&lt;br /&gt;
[NAME:make diamond from charcoal]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NONE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This produces not 1 but 150 diamonds from one piece of charcoal.  It seems the product quantity is equal to x times y, where x is the quantity value and y is the product dimension of the reagent.  If I verify this I'll put the info on the main page.  --[[User:SethCreiyd|SethCreiyd]] 20:01, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [AUTOMATIC] Tag ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this tag functions on reactions which don't require a reagent? It would be nice to have certain reactions (training, etc) queued up automatically.&lt;br /&gt;
&lt;br /&gt;
After testing, I have determined that reagentless reactions will indeed autopopulate the queue if they have the [AUTOMATIC] tag. Hooray!&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=120036</id>
		<title>v0.31:Reaction examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=120036"/>
		<updated>2010-07-03T00:22:23Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: /* Cremate Vermin Remains */  corrected formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Reaction}}s seem to be causing people some issues. As such, examples would probably be useful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under the mountain (first section) section. For example, if adding the adamantine wafer reaction, open entity_default, go to the mountain entry (the first one), scroll down until you see [PERMITTED_REACTION:something] (like [PERMITTED_REACTION:TAN_A_HIDE]) and add another line that says [PERMITTED_REACTION:REACTION_NAME], where REACTION_NAME is whatever is stated in the reaction's REACTION tag, so in this case the entry would read [PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS].&lt;br /&gt;
&lt;br /&gt;
==Smelter Emulation==&lt;br /&gt;
&lt;br /&gt;
===Smelt Hematite Ore===&lt;br /&gt;
Simulates the built in smelting of hematite ore.&lt;br /&gt;
 [REACTION:SMELT_IRON_FROM_HEMATITE]&lt;br /&gt;
 [NAME:Smelt hematite to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:HEMATITE]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 iron bar, of basic size.&lt;br /&gt;
&lt;br /&gt;
===Smelt Galena Ore===&lt;br /&gt;
Simulates the built in smelting of galena ore.&lt;br /&gt;
 [REACTION:SMELT_COPPER_FROM_GALENA]&lt;br /&gt;
 [NAME:Smelt galena to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:GALENA]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 copper bar, with a 50% chance of a silver bar.&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
&lt;br /&gt;
==Buckets/Alcohol Reactions==&lt;br /&gt;
&lt;br /&gt;
==Weapon Reactions==&lt;br /&gt;
&lt;br /&gt;
===Gemstone Long Sword===&lt;br /&gt;
Make a long sword out of four rough gemstones of the same type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [REACTION:MAKE_GEMSTONE_SWORD_LONG]&lt;br /&gt;
 [NAME:make gemstone long sword]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:4:ROUGH:NO_SUBTYPE:NONE:NONE]&lt;br /&gt;
 [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:A:NONE]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
==Misc Item Reactions==&lt;br /&gt;
&lt;br /&gt;
===Cremate Vermin Remains===&lt;br /&gt;
Incinerates all those non-rotting vermin remains so they stop cluttering up your hallways.&lt;br /&gt;
 [REACTION:CREMATE_REMAINS]&lt;br /&gt;
 [NAME:cremate remains]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:1:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
 [AUTOMATIC]&lt;br /&gt;
Results in 1 bar of ash, and also automatically populates itself in an idle smelter like the loom cloth and tan a hide tasks.&lt;br /&gt;
&lt;br /&gt;
===Create Adamantine Wafers===&lt;br /&gt;
Creates adamantine wafers, pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
 [REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
 [NAME:create adamantine wafers]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [PRODUCT:100:5:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
===Create Adamantine Thread===&lt;br /&gt;
Again, self-explanatory. Also, trains clothesmaking.&lt;br /&gt;
&lt;br /&gt;
 [REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
 [NAME:create adamantine thread]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [PRODUCT:100:5:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
 [SKILL:CLOTHESMAKING]&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=120035</id>
		<title>v0.31:Reaction examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=120035"/>
		<updated>2010-07-03T00:18:05Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: corrected formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Reaction}}s seem to be causing people some issues. As such, examples would probably be useful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under the mountain (first section) section. For example, if adding the adamantine wafer reaction, open entity_default, go to the mountain entry (the first one), scroll down until you see [PERMITTED_REACTION:something] (like [PERMITTED_REACTION:TAN_A_HIDE]) and add another line that says [PERMITTED_REACTION:REACTION_NAME], where REACTION_NAME is whatever is stated in the reaction's REACTION tag, so in this case the entry would read [PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS].&lt;br /&gt;
&lt;br /&gt;
==Smelter Emulation==&lt;br /&gt;
&lt;br /&gt;
===Smelt Hematite Ore===&lt;br /&gt;
Simulates the built in smelting of hematite ore.&lt;br /&gt;
 [REACTION:SMELT_IRON_FROM_HEMATITE]&lt;br /&gt;
 [NAME:Smelt hematite to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:HEMATITE]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 iron bar, of basic size.&lt;br /&gt;
&lt;br /&gt;
===Smelt Galena Ore===&lt;br /&gt;
Simulates the built in smelting of galena ore.&lt;br /&gt;
 [REACTION:SMELT_COPPER_FROM_GALENA]&lt;br /&gt;
 [NAME:Smelt galena to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:GALENA]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 copper bar, with a 50% chance of a silver bar.&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
&lt;br /&gt;
==Buckets/Alcohol Reactions==&lt;br /&gt;
&lt;br /&gt;
==Weapon Reactions==&lt;br /&gt;
&lt;br /&gt;
===Gemstone Long Sword===&lt;br /&gt;
Make a long sword out of four rough gemstones of the same type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [REACTION:MAKE_GEMSTONE_SWORD_LONG]&lt;br /&gt;
 [NAME:make gemstone long sword]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:4:ROUGH:NO_SUBTYPE:NONE:NONE]&lt;br /&gt;
 [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:A:NONE]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
==Misc Item Reactions==&lt;br /&gt;
&lt;br /&gt;
===Cremate Vermin Remains===&lt;br /&gt;
Incinerates all those non-rotting vermin remains so they stop cluttering up your hallways.&lt;br /&gt;
[REACTION:CREMATE_REMAINS]&lt;br /&gt;
   [NAME:cremate remains]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
   [AUTOMATIC]&lt;br /&gt;
Results in 1 bar of ash, and also automatically populates itself in an idle smelter like the loom cloth and tan a hide tasks.&lt;br /&gt;
&lt;br /&gt;
===Create Adamantine Wafers===&lt;br /&gt;
Creates adamantine wafers, pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
 [REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
 [NAME:create adamantine wafers]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [PRODUCT:100:5:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
===Create Adamantine Thread===&lt;br /&gt;
Again, self-explanatory. Also, trains clothesmaking.&lt;br /&gt;
&lt;br /&gt;
 [REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
 [NAME:create adamantine thread]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [PRODUCT:100:5:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
 [SKILL:CLOTHESMAKING]&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=120034</id>
		<title>v0.31:Reaction examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=120034"/>
		<updated>2010-07-03T00:15:07Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: Added two reactions and additional instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Reaction}}s seem to be causing people some issues. As such, examples would probably be useful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under the mountain (first section) section. For example, if adding the adamantine wafer reaction, open entity_default, go to the mountain entry (the first one), scroll down until you see [PERMITTED_REACTION:something] (like [PERMITTED_REACTION:TAN_A_HIDE]) and add another line that says [PERMITTED_REACTION:REACTION_NAME], where REACTION_NAME is whatever is stated in the reaction's REACTION tag, so in this case the entry would read [PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS].&lt;br /&gt;
&lt;br /&gt;
==Smelter Emulation==&lt;br /&gt;
&lt;br /&gt;
===Smelt Hematite Ore===&lt;br /&gt;
Simulates the built in smelting of hematite ore.&lt;br /&gt;
 [REACTION:SMELT_IRON_FROM_HEMATITE]&lt;br /&gt;
 [NAME:Smelt hematite to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:HEMATITE]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 iron bar, of basic size.&lt;br /&gt;
&lt;br /&gt;
===Smelt Galena Ore===&lt;br /&gt;
Simulates the built in smelting of galena ore.&lt;br /&gt;
 [REACTION:SMELT_COPPER_FROM_GALENA]&lt;br /&gt;
 [NAME:Smelt galena to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:GALENA]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 copper bar, with a 50% chance of a silver bar.&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
&lt;br /&gt;
==Buckets/Alcohol Reactions==&lt;br /&gt;
&lt;br /&gt;
==Weapon Reactions==&lt;br /&gt;
&lt;br /&gt;
===Gemstone Long Sword===&lt;br /&gt;
Make a long sword out of four rough gemstones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[REACTION:MAKE_GEMSTONE_SWORD_LONG]&lt;br /&gt;
[NAME:make gemstone long sword]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[REAGENT:A:4:ROUGH:NO_SUBTYPE:NONE:NONE]&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:A:NONE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc Item Reactions==&lt;br /&gt;
&lt;br /&gt;
===Cremate Vermin Remains===&lt;br /&gt;
Incinerates all those non-rotting vermin remains so they stop cluttering up your hallways.&lt;br /&gt;
[REACTION:CREMATE_REMAINS]&lt;br /&gt;
   [NAME:cremate remains]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
   [AUTOMATIC]&lt;br /&gt;
Results in 1 bar of ash, and also automatically populates itself in an idle smelter like the loom cloth and tan a hide tasks.&lt;br /&gt;
&lt;br /&gt;
===Create Adamantine Wafers===&lt;br /&gt;
Creates adamantine wafers, pretty self-explanatory.&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[NAME:create adamantine wafers]&lt;br /&gt;
	[BUILDING:SMELTER:NONE]&lt;br /&gt;
	[PRODUCT:100:5:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
	[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
===Create Adamantine Thread===&lt;br /&gt;
Again, self-explanatory. Also, trains clothesmaking.&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[NAME:create adamantine thread]&lt;br /&gt;
	[BUILDING:SMELTER:NONE]&lt;br /&gt;
	[PRODUCT:100:5:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
	[SKILL:CLOTHESMAKING]&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=120033</id>
		<title>v0.31 Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=120033"/>
		<updated>2010-07-02T23:58:28Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: /* [AUTOMATIC] Tag */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worthless Stone Only ==&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only a stone of value 1 can be used?&lt;br /&gt;
&lt;br /&gt;
This tag is probably unconcerned with ''value'', but rather ''economic stone status'' -- whether the stone is used in any specific reactions.  For instance, anything which is listed under a [REAGENT:BOULDER...] is fair game (broad categories of reagents do not force economic stone status), but if it were to directly specify [REAGENT:CLAYSTONE...] then claystone would become an economic stone and would be forbidden from any WORTHLESS_STONE_ONLY reactions.&lt;br /&gt;
&lt;br /&gt;
One thing that would be necessary is to verify whether the WORTHLESS_STONE_ONLY setting honours the economic stone state of the Status screen -- i.e., if you enable an economic stone for routine crafting (say your entire fort is built on dolomite), is it now considered worthless stone? --[[User:JT|JT]] 20:42, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tested===&lt;br /&gt;
&lt;br /&gt;
I tested what I had written on account of the WORTHLESS_STONE_ONLY tag. It forces the reaction to honor the settings on the Economic Stone screen. Without this tag, ANY stone can be used in the reaction. With it, only stone allowed in the Economic Stone screen can be used.&lt;br /&gt;
&lt;br /&gt;
Further, [REAGENT:A:1:NONE:NONE:NONE:NONE][WORTHLESS_STONE_ONLY] can result in using a Stone, Flute, Bar of Ash, as the reagent.&lt;br /&gt;
[[User:Uprightpath|Upright Path]]&lt;br /&gt;
&lt;br /&gt;
==Gemstones and Quantity==&lt;br /&gt;
&lt;br /&gt;
Consider the following reaction:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[REACTION:CHARCOAL_TO_DIAMOND]&lt;br /&gt;
[NAME:make diamond from charcoal]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NONE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This produces not 1 but 150 diamonds from one piece of charcoal.  It seems the product quantity is equal to x times y, where x is the quantity value and y is the product dimension of the reagent.  If I verify this I'll put the info on the main page.  --[[User:SethCreiyd|SethCreiyd]] 20:01, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [AUTOMATIC] Tag ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this tag functions on reactions which don't require a reagent? It would be nice to have certain reactions (training, etc) queued up automatically.&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8102</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8102"/>
		<updated>2009-09-30T20:52:45Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cheating''' is altering the game to make dwarf fortress easier. This is distinctly different from [[exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).&lt;br /&gt;
&lt;br /&gt;
=File Edits=&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as gems, adamantine, or flux. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.&lt;br /&gt;
&lt;br /&gt;
Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.&lt;br /&gt;
&lt;br /&gt;
Attempting to play worlds not generated with identical reaction additions will fail on load.&lt;br /&gt;
&lt;br /&gt;
Raw files are located in the raw/objects directory&lt;br /&gt;
&lt;br /&gt;
See also: [[Material tokens]], [[Creature tokens]], [[Matgloss tokens]] for making your own custom cheats.&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
&lt;br /&gt;
Recipes for the Smelter are stored in the file reaction_standard.txt. Adding entries to this list will allow your dwarves to make whatever items they need, as easy as smelting iron ore into iron! This is recommended if you want a lot of items very quickly, but additions you make will not take effect until you start a new world.&lt;br /&gt;
&lt;br /&gt;
Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world.&lt;br /&gt;
&lt;br /&gt;
===Easy Rough Gems===&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_GEMS22][NAME: make (insert gem name)][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:(insert gem name)]&lt;br /&gt;
&lt;br /&gt;
It's really easy. All you have to do is take the name of the gem from stonegem matgloss and put it in the name and at the end of the product. Take all of that and paste it into the reaction_standard. Create a new world and poof! Your smelter will spit out gems of that type.&lt;br /&gt;
&lt;br /&gt;
For convience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_GEMS1][NAME: make DIAMOND_LY][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_LY]&lt;br /&gt;
[REACTION:FREE_GEMS2][NAME: make DIAMOND_FY][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_FY]&lt;br /&gt;
[REACTION:FREE_GEMS3][NAME: make EMERALD][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]&lt;br /&gt;
[REACTION:FREE_GEMS4][NAME: make RUBY][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY]&lt;br /&gt;
[REACTION:FREE_GEMS5][NAME: make SAPPHIRE][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE]&lt;br /&gt;
[REACTION:FREE_GEMS6][NAME: make DIAMOND_CLEAR][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[REACTION:FREE_GEMS7][NAME: make DIAMOND_RED][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_RED]&lt;br /&gt;
[REACTION:FREE_GEMS8][NAME: make DIAMOND_GREEN][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_GREEN]&lt;br /&gt;
[REACTION:FREE_GEMS11][NAME: make DIAMOND_BLUE][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLUE]&lt;br /&gt;
[REACTION:FREE_GEMS33][NAME: make DIAMOND_YELLOW][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_YELLOW]&lt;br /&gt;
[REACTION:FREE_GEMS44][NAME: make DIAMOND_BLACK][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLACK]&lt;br /&gt;
[REACTION:FREE_GEMS55][NAME: make RUBY_STAR][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY_STAR]&lt;br /&gt;
[REACTION:FREE_GEMS56][NAME: make SAPPHIRE_STAR][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE_STAR]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_standard.&lt;br /&gt;
&lt;br /&gt;
     [REACTION:F_ADAMANTINE_WAFERS]&lt;br /&gt;
     [NAME:create adamantine wafers]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be;&lt;br /&gt;
&lt;br /&gt;
     [REACTION:F_ADAMANTINE_THREAD]&lt;br /&gt;
     [NAME:create adamantine thread]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
===Make Stone Into Logs===&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:FREE_WOOD]&lt;br /&gt;
     [NAME:stone to wood]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
     [PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard.txt.&lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
&lt;br /&gt;
Modifying creature raw files does NOT require you to create a new world. If you want free items in your game without the hassle of planning your cheats when you create the world, the simplest way is to alter the creature files to make them drop the item on death.&lt;br /&gt;
&lt;br /&gt;
You can also change the physical attributes of your dwarves.&lt;br /&gt;
&lt;br /&gt;
===Free Items: Changing the Loot===&lt;br /&gt;
&lt;br /&gt;
Missing one critical item for your impatient noble, or slavering fey dwarf, but there's no trader in sight? Have no fear, for you can make your enemies (or butcherable livestock) supply your needs! &lt;br /&gt;
&lt;br /&gt;
Add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do ''not'' need to make a new world for this to work, and that you can even change this entry in-between saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
	[ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE]&lt;br /&gt;
&lt;br /&gt;
Adding this to, say, a horse, will make that horse drop turtle shells on death; very useful if you have no shelled animals in your fortress area and your mastercrafter gets an unlucky Strange Mood.&lt;br /&gt;
&lt;br /&gt;
===Super-Fast Dwarves===&lt;br /&gt;
If you believe your dwarves are a bit too slow, try opening the following [[creature token]] file...&lt;br /&gt;
&amp;lt;pre&amp;gt;\raw\objects\creature_standard.txt&amp;lt;/pre&amp;gt; ...and adding '''[SPEED:1]''' somewhere after '''[CREATURE:DWARF]''' but before the next '''[CREATURE]''' entry.&lt;br /&gt;
&lt;br /&gt;
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.&lt;br /&gt;
&lt;br /&gt;
This may lower FPS when a high population is present{{verify}}.&lt;br /&gt;
&lt;br /&gt;
==Savescumming==&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, reverting to the last saved game. Back a long time ago, this could cause inflate errors and destroy the save-game, but Toady has solved the problem.&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
:''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with, also when editing the memory values with such programs as CheatEngine in adventure mode your point value is 4bytes but in fortress you have to change the search to 2bytes only for hex editors though(NOTE as of 0.27.176.38c I have found that you can only edit the value of the first dwarf in you starting team)&lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39631</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39631"/>
		<updated>2009-08-03T13:34:37Z</updated>

		<summary type="html">&lt;p&gt;Shukaro: /* Doesn't seem to work with 40d. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ++! I'd dearly love a 2.0 version; various vexing vagaries prohibit me from installing 3.5. Has there been any news since April? [[User:Spirilus|Spirilus]] 16:46, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT)&lt;br /&gt;
::What .NET 3.5 features do you use? Note that VB9/C#3 language features can still be used even if you target an earlier framework. [[User:Random832|Random832]] 18:17, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) &amp;amp;mdash;[[User:Corhen|Corhen]] 8:55, 15 July 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
See the end of this message for details on invoking &lt;br /&gt;
just-in-time (JIT) debugging instead of this dialog box.&lt;br /&gt;
&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Dwarf Fortress\tweak\configuration.xml' is denied.&lt;br /&gt;
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)&lt;br /&gt;
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)&lt;br /&gt;
   at System.IO.FileStream..ctor(String path, FileMode mode)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.LoadConfiguration()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onLoad(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Form.OnLoad(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Form.OnCreateControl()&lt;br /&gt;
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)&lt;br /&gt;
   at System.Windows.Forms.Control.CreateControl()&lt;br /&gt;
   at System.Windows.Forms.Control.WmShowWindow(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ContainerControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Form.WmShowWindow(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Form.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
************** Loaded Assemblies **************&lt;br /&gt;
mscorlib&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tweak&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Windows.Forms&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Drawing&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Utilities&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/Gibbed.DwarfFortress.Utilities.DLL&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.AdjustStart&lt;br /&gt;
    Assembly Version: 1.3.1.0&lt;br /&gt;
    Win32 Version: 1.3.1.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.AdjustStart.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.EnableMagmaBuildings&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.EnableMagmaBuildings.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Heal&lt;br /&gt;
    Assembly Version: 1.3.4.0&lt;br /&gt;
    Win32 Version: 1.3.4.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Heal.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Resume&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Resume.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Reveal&lt;br /&gt;
    Assembly Version: 1.3.2.0&lt;br /&gt;
    Win32 Version: 1.3.2.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Reveal.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.TileEdit&lt;br /&gt;
    Assembly Version: 1.3.0.1&lt;br /&gt;
    Win32 Version: 1.3.1.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.TileEdit.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Warp&lt;br /&gt;
    Assembly Version: 1.3.3.0&lt;br /&gt;
    Win32 Version: 1.3.3.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Warp.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Xml&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Configuration&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
ymqtd5tk&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
qqzwqkvp&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
************** JIT Debugging **************&lt;br /&gt;
To enable just-in-time (JIT) debugging, the .config file for this&lt;br /&gt;
application or computer (machine.config) must have the&lt;br /&gt;
jitDebugging value set in the system.windows.forms section.&lt;br /&gt;
The application must also be compiled with debugging&lt;br /&gt;
enabled.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;configuration&amp;gt;&lt;br /&gt;
    &amp;lt;system.windows.forms jitDebugging=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/configuration&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When JIT debugging is enabled, any unhandled exception&lt;br /&gt;
will be sent to the JIT debugger registered on the computer&lt;br /&gt;
rather than be handled by this dialog box.&amp;lt;/pre&amp;gt;Okay. I got an error message for you to look at. What's wrong?--[[User:Toad|Toad]] 13:37, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reveal and Profile Edit Issue==&lt;br /&gt;
&lt;br /&gt;
I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
&lt;br /&gt;
When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
&lt;br /&gt;
Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tile Edit Tile ID List ==&lt;br /&gt;
&lt;br /&gt;
Further explorations with Tweak leave me convinced we're missing another memory location that holds each block's type. Sandy clay Wall in one area doesn't match up with the data I gathered for my table of IDs, and there isn't enough data to be customized in Tile Edit to account for all the possibilities of ores and gems. Unfortunately I'm not knowledgable enough, nor am I patient enough, to find this memory location. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 19:37, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tile composition and gem type are special cases that are not held in tile data, and they have not been completely understood. &amp;amp;mdash;[[User:Rick|Rick]] 19:58, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually Gems and ore are understood.  They are considered Events (from the memory hack page terms) and are flagged by a bitmap.  The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there.  The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files).  Using events you can add any type of deposit to the tile area (add sand to obsidian).  When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile.  IDs X -&amp;gt; Y for example will always be smooth walls, just of main biome material.  What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure.  To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before.  Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome.   I started documenting this on my user page.  --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure why you wrote that blurb instead of linking to my page on it. I know the gem stuff is known, I should have been more clear, I meant the composition/type regional layer muckery. &amp;amp;mdash;[[User:Rick|Rick]] 20:51, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry 'bout that. Which page are you talking about? There are so many, that when I was looking for info I really didn't know where to look for valid info.  I wrote the blurb because he was talking about gems and ore specifically, and I guess I misunderstood your response. --[[User:Corc|Corc]] 21:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: [[User:Rick/Memory_research#Mineral_Event]] &amp;amp;mdash;[[User:Rick|Rick]] 22:01, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, great, I wasn't sure if there was a newer one made. Now Valarnin has a link and a short explanation to go with it.  So now he may be inspired to continue having fun digging in the memory :) --[[User:Corc|Corc]] 00:38, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I'm not sure I understand exactly what's going on there. Is the vector a pointer to the mineral event's location? It would be so much easier if this was mapped out in Tile Edit. Speaking of Tile Edit, is the source available? I may be able to modify it to show the extra info. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 13:37, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Okay, I built Corc's modification to Reveal and learned a bit from that, but I have no example of a GUI and I'm a C++ programmer, not a C# programmer. I need an example of a GUI. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 14:11, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I was trying to do something similar myself. Just in case you didn't see it, here is a link to Rick's Dev discussion ([[User_Talk:Rick/Tweak/Development]]) which might be a better place to talk about all this.  What I did was just go through the c# gui sample and copy and paste stuff in while reading about what does what. --[[User:Corc|Corc]] 14:26, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Versions ==&lt;br /&gt;
Any Idea when we will have an update for the most recent versions? What is needed? What do us Noobs do to get it to work?--[[User:ERoberts|ERoberts]] 13:58, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm currently busy &amp;quot;in real life&amp;quot; with work so I can't tend to Tweak for the latest version of DF just yet. Aside from minor bugs with Tweak modules (such as the freezing bug with Tile Edit) there is no need for an update other than providing Tweak with data for the version you want to use it with. You can probably find the information needed for Tweak's XML files for the new version on Jifodus's user page. &amp;amp;mdash;[[User:Rick|Rick]] 05:20, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry its been a while since I've done this, do I still just put that info in a memory.ini file?&lt;br /&gt;
&lt;br /&gt;
::: I've got something to do today, but if no one has done it yet, I'll try to get something available later tonight for people. --[[User:Corc|Corc]] 11:42, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: You get the hash for the newest version, open up versions.xml, and add a new line such as this:&lt;br /&gt;
 	&amp;lt;version name=&amp;quot;0.27.176.39c&amp;quot; hash=&amp;quot;8f8cf06b1cd5ea102881a7cced767d4f&amp;quot; /&amp;gt;&lt;br /&gt;
:::: Then, you copy the newest version's folder you have in the versions folder and rename it to the newest version. Finally, you change the data in each xml file to match Jifodus's user page. I've uploaded the newest versions and the versions.xml file for 39b and 39c here:&lt;br /&gt;
 	http://dffd.wimbli.com/file.php?id=309&lt;br /&gt;
:::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jifodus's page. Corc, if you happen to know, tell me and I'll update the file.&lt;br /&gt;
&lt;br /&gt;
::::: Sorry to drop the ball. I don't think I could do much more than what was done already without spending a lot of time I don't have. Very grateful to whoever set that up (post your sig next time :P) --[[User:Corc|Corc]] 00:32, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: T'was me. I was a bit tired when I posted that. You could have checked the uploader on DFFD too. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 02:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Any chance of getting compatibility with 39e? --[[User:Deekin|Deekin]] 15:44, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Deekin beat me to the punch.  Ditto on the 39e request. :)  --Mozleron 12:46, 1 August 2008 (PDT)&lt;br /&gt;
:: Fix for 39e is here (hash included)EDIT: Only address lookup works: http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39e.core.xml --[[User:Aluminus|Aluminus]] 11:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If someone who knows how has the time, could you please add a section explaining how to get the hash for the new version? That way we can update this to work with new versions faster. [[User:Dangerous Beans|Dangerous Beans]] 01:54, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you're running one instance of the new version of DF, and in Tweak you choose File-&amp;gt;Select Process, it will ask you if you're sure you want to connect to the process (and it will give you the PID).  If you say yes, it will calculate the hash, look it up in versions.xml, find no match, and then show you a message box that includes the hash.  Copy that down, and then you can edit versions.xml.  --[[User:Exponent|Exponent]] 12:19, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like you'll need to manually create a directory in &amp;quot;versions&amp;quot; to keep it from crashing and even then, you'd need to have the correct memory offsets to make it work. --[[User:Aristoi|Aristoi]] 19:31, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===How I got tweak to work with 39f (and 40c)===&lt;br /&gt;
This should work with newer versions, too, as long as jifodus finds new memory locations as quickly as he did this time. It only got Adjust Start, Reveal, and Tile Edit to work, though.&lt;br /&gt;
* Create a new folder tweak/versions/0.28.181.39f&lt;br /&gt;
* Download http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39f.core.xml and save it in the new folder as core.xml&lt;br /&gt;
* Open core.xml and tweak/versions.xml in notepad&lt;br /&gt;
* Add the line ''&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;'' after the other versions in versions.xml; for other versions than 39f, find the hash at the end of the new core.xml&lt;br /&gt;
* In core.xml, delete everything between the last ''&amp;lt;offset name=...'' line and the ''&amp;lt;/memory&amp;gt;'' line.&lt;br /&gt;
* Save and close versions.xml and core.xml.&lt;br /&gt;
* Now start Tweak and use it like normal. Adjust Start, Reveal, and Tile Edit should work fine.&lt;br /&gt;
Of course, it would be nice if someone found all of the Tweak-related memory locations right away, but I'm not willing to be that someone, so I can't be too demanding.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nagromo|Nagromo]] 22:07, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Great work!  I had a bit of a problem with it until I deleted all of these lines fromt he XML:&lt;br /&gt;
:::	&amp;lt; !-- the following is used by 3D Dwarf/Dwarf Visualizer --&amp;gt;&lt;br /&gt;
:::	&amp;lt;pe timestamp_offset=&amp;quot;0x004000F8&amp;quot; timestamp=&amp;quot;0x489D8C7F&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;v0.28.181.39f&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt; !-- add the following line to DwarfFortress.Versions.xml&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; number=&amp;quot;28181396&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;&lt;br /&gt;
:::	-- &amp;gt;&lt;br /&gt;
::--[[User:Aristoi|Aristoi]] 22:33, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I re-worded the directions to try to make it more clear. Also, I just did this for 40c, and it worked fine.&lt;br /&gt;
::--[[User:Nagromo|Nagromo]] 17:12, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How do I get it to work with the new version?==&lt;br /&gt;
How do I get tweak to work with v0.28.181.40a? I am not good with computers.--[[User:Demosthenes|Demosthenes]] 22:59, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Getting it to work with version 40c==&lt;br /&gt;
Nevermind, found the appropriate core.xml&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.40c.core.xml&lt;br /&gt;
&lt;br /&gt;
for the current ones, check here:&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/jifodus/tables/dwarvis/&lt;br /&gt;
&lt;br /&gt;
: [http://www.bay12games.com/forum/index.php?topic=23689.0 Test version of Tweak 1.3.0.0 with .40c support] &amp;amp;mdash;[[User:Rick|Rick]] 20:16, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doesn't seem to work with 40d. ==&lt;br /&gt;
&lt;br /&gt;
After updating tweak to the new version, the modules are still red. I'm assuming this means that they're incompatible. When I enter the log, I get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Error: Failed to load C:\etc.\tweak\versions\0.28.181.40d\core.xml: There is an error in XML document (34, 3).  Validation error: The element 'memory' has invalid child element 'pe'. List of possible elements expected: 'address, offset'.&lt;br /&gt;
      Info: Welcome to Dwarf Fortress Tweak!&lt;br /&gt;
   Verbose: Found possible game at process ID 4644.&lt;br /&gt;
   Verbose: Selected game with process ID 4644, hash is 2c686c26307dcccd7c36cc79737ebe4f.&lt;br /&gt;
   Verbose: Game is version 0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
Just a heads up. The core.xml seems to not function correctly.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never mind. Found a thread to fix my problem.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=24745.0&lt;br /&gt;
&lt;br /&gt;
Everything except the Adjust Profile module works, which is a bit awkward, since that's the only one I really wanted. I'll do some more digging.&lt;br /&gt;
&lt;br /&gt;
: That link fixed it for me, the &amp;quot;updated for .40d&amp;quot; link was crashing out for me in all but Tile Edit, so it may not have been correctly updated - or it might just be Vista64 vagaries --[[User:Soor|Soor]] 15:59, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm getting the same error message. &amp;lt;b&amp;gt;Error: Failed to load Q:\Software\DFG 18-40d11\tweak\versions\0.28.181.40d\core.xml: There is an error in XML document (34, 3).  Validation error: The element 'memory' has invalid child element 'pe'. List of possible elements expected: 'address, offset'.&amp;lt;/b&amp;gt; I got that both before and after I followed the steps given at that topic. In addition, tweak will always say &amp;quot;no dwarf fortress processes found&amp;quot; when I press select process. [[User:Shukaro|Shukaro]]&lt;br /&gt;
&lt;br /&gt;
== Problem When Selecting Processes ==&lt;br /&gt;
&lt;br /&gt;
Whenever I attempt to select a process, I get this message&lt;br /&gt;
&lt;br /&gt;
Could not a find a version for the following hash: 2c686c26307dcccd7c36cc79737ebe4f&lt;br /&gt;
Look this hash up on the tweak website?&lt;br /&gt;
&lt;br /&gt;
Any help?&lt;br /&gt;
&lt;br /&gt;
== Error 299 ==&lt;br /&gt;
&lt;br /&gt;
When I try to start a module, I've got the following message box :&lt;br /&gt;
&lt;br /&gt;
error 299.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Gibbed.DwarfFortress.Tweak.Win32Exception: error 299&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ProcessMemory.Read(UInt32 address, Byte[]&amp;amp; data, UInt32 size)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ProcessMemory.ReadVector(UInt32 address, Boolean andData)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tools.Heal.Module.Run(ModuleMode mode, IVersion version, IMemory memory, ILogger log, String[] args)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ModulePicker.onActivateModule(Object sender, EventArgs e)&lt;br /&gt;
   à System.Windows.Forms.ListView.OnItemActivate(EventArgs e)&lt;br /&gt;
   à System.Windows.Forms.ListView.WmReflectNotify(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.ListView.WndProc(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm running Vista SP1, DF 0.28.181.40d, Tweak 1.3.0.0, and .NET 3.5 is installed. Any help ?&lt;br /&gt;
&lt;br /&gt;
I'm getting this as well when I try to heal, rather annoying cuz I thought this version was finally fully updated.-Userpay&lt;br /&gt;
&lt;br /&gt;
== Can't use most modules ==&lt;br /&gt;
&lt;br /&gt;
So, I updated tweak to .39e, and I'm having major problems with this software.&lt;br /&gt;
&lt;br /&gt;
It recognizes DF just fine, but when I'm preparing carefully I try to use Adjust Profile and it gives me an error saying &amp;quot;You can only use this when preparing carefully&amp;quot;, even though I am.&lt;br /&gt;
&lt;br /&gt;
So then I designate for mining the entire bottom level of the map, undesignate it, and run reveal, and it says &amp;quot;Map data not available&amp;quot; or something like that.&lt;br /&gt;
&lt;br /&gt;
Then I try to run Tile Edit and it says the same thing.&lt;br /&gt;
&lt;br /&gt;
So then I thought, maybe I need to lookup the addresses each of these modules need, right?&lt;br /&gt;
&lt;br /&gt;
So I run lookup address, and it takes two seconds to find only the addresses needed for &amp;quot;Enable Magma Buildings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Basically, I'm only using this to enable magma buildings after using tile edit on Dtil, because I get errors on every single module on this software.&lt;br /&gt;
&lt;br /&gt;
I'm running the latest version of tweak, it's properly updated, I'm pretty sure I have net runtime 3.5 installed because otherwise I wouldn't get it to run in the first place.&lt;br /&gt;
&lt;br /&gt;
Help!&lt;br /&gt;
&lt;br /&gt;
== Version 40d11? ==&lt;br /&gt;
&lt;br /&gt;
Tweak currently does not work under 40d11, and any attempts by me to get it to work by editing the XML files has failed. With which methods is the for example the version hash generated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dio82|Dio82]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Considering the relatively rapid releases of the d# series, I wouldn't expect any utility support. I actually don't expect any support for any release not posted on the Official Download page. Among other reasons why, is the high probability that there are a great deal of memory use/address changes related to the OpenGL changes that the d# series uses... possibly even completely breaking the current methods used to find and edit DF's relevant memory locations. (I'm not saying for sure, but it seems pretty likely) --[[User:N9103|Edward]] 22:13, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a version of reveal.exe for 40d11 on dffd at least. For the rest of the modules there seems to be no alternative --[[User:CptFastbreak|CptFastbreak]] 18:45, 20 May 2009 (UTC)&lt;br /&gt;
::That's the old standalone reveal, not the tweak module.  I had to hexedit it to get it working, and it still has problems under Vista.&amp;lt;br/&amp;gt;To answer the original question, the version hash is an MD5 digest of the entire DF executable.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:57, 21 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shukaro</name></author>
	</entry>
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