https://dwarffortresswiki.org/api.php?action=feedcontributions&user=213.134.175.225&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T20:20:19ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=v0.31:Soap&diff=153596v0.31:Soap2011-10-11T15:31:46Z<p>213.134.175.225: {{Buggy}}</p>
<hr />
<div>{{quality|Fine|09:48, 18 August 2010 (UTC)}}<br />
{{av}}<br />
{{Buggy}}<br />
Soap is used by dwarves for both personal cleaning and health care. It is extremely important in health care, as without it, many dwarves will die due to infection.<br />
<br />
Soap is made by combining {{L|lye}} with either {{L|tallow}} or {{L|rock nut oil}} in a {{L|Soap maker's workshop}}. One unit of tallow/oil plus one unit of lye creates a single bar of soap.<br />
<br />
Lye can be used whether it is stored in a {{L|barrel}} or a bucket.<br />
<br />
Dwarves do not require soap to clean {{L|contaminant}}s such as mud and blood from themselves - if necessary, they will use murky pools, artificial pools of water, brooks, or a {{L|well}}. However, using soap will occasionally generate the happy {{L|thought}} "recently took a soapy bath". It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.<br />
<br />
Soap is stored in bar/block {{L|stockpile}}s with the "soap" option enabled.<br />
<br />
== Lye Container Difficulties==<br />
Lye that is in a bucket which also contains another substance, such as water, cannot be used for the reaction. {{Bug|1236}} As a workaround, view the contents of the bucket, select the water and forbid it, then order the bucket be brought for trading at the depot. A small puddle of water will remain on the floor, which your dwarves will never clean up.<br />
<br />
== Bugs ==<br />
* If you have a {{L|stack}} of lye (bought via {{L|embark}} or from a {{L|caravan}}) then the entire stack will be used up to make a single bar of soap. {{Bug|2117}}<br />
<br />
{{Category|Healthcare}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Soap&diff=153595v0.31:Soap2011-10-11T15:30:49Z<p>213.134.175.225: {{Bug}}</p>
<hr />
<div>{{quality|Fine|09:48, 18 August 2010 (UTC)}}<br />
{{av}}<br />
{{Bug}}<br />
Soap is used by dwarves for both personal cleaning and health care. It is extremely important in health care, as without it, many dwarves will die due to infection.<br />
<br />
Soap is made by combining {{L|lye}} with either {{L|tallow}} or {{L|rock nut oil}} in a {{L|Soap maker's workshop}}. One unit of tallow/oil plus one unit of lye creates a single bar of soap.<br />
<br />
Lye can be used whether it is stored in a {{L|barrel}} or a bucket.<br />
<br />
Dwarves do not require soap to clean {{L|contaminant}}s such as mud and blood from themselves - if necessary, they will use murky pools, artificial pools of water, brooks, or a {{L|well}}. However, using soap will occasionally generate the happy {{L|thought}} "recently took a soapy bath". It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.<br />
<br />
Soap is stored in bar/block {{L|stockpile}}s with the "soap" option enabled.<br />
<br />
== Lye Container Difficulties==<br />
Lye that is in a bucket which also contains another substance, such as water, cannot be used for the reaction. {{Bug|1236}} As a workaround, view the contents of the bucket, select the water and forbid it, then order the bucket be brought for trading at the depot. A small puddle of water will remain on the floor, which your dwarves will never clean up.<br />
<br />
== Bugs ==<br />
* If you have a {{L|stack}} of lye (bought via {{L|embark}} or from a {{L|caravan}}) then the entire stack will be used up to make a single bar of soap. {{Bug|2117}}<br />
<br />
{{Category|Healthcare}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Soap&diff=153594v0.31:Soap2011-10-11T15:30:26Z<p>213.134.175.225: {{Bugs}}</p>
<hr />
<div>{{quality|Fine|09:48, 18 August 2010 (UTC)}}<br />
{{av}}<br />
{{Bugs}}<br />
Soap is used by dwarves for both personal cleaning and health care. It is extremely important in health care, as without it, many dwarves will die due to infection.<br />
<br />
Soap is made by combining {{L|lye}} with either {{L|tallow}} or {{L|rock nut oil}} in a {{L|Soap maker's workshop}}. One unit of tallow/oil plus one unit of lye creates a single bar of soap.<br />
<br />
Lye can be used whether it is stored in a {{L|barrel}} or a bucket.<br />
<br />
Dwarves do not require soap to clean {{L|contaminant}}s such as mud and blood from themselves - if necessary, they will use murky pools, artificial pools of water, brooks, or a {{L|well}}. However, using soap will occasionally generate the happy {{L|thought}} "recently took a soapy bath". It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.<br />
<br />
Soap is stored in bar/block {{L|stockpile}}s with the "soap" option enabled.<br />
<br />
== Lye Container Difficulties==<br />
Lye that is in a bucket which also contains another substance, such as water, cannot be used for the reaction. {{Bug|1236}} As a workaround, view the contents of the bucket, select the water and forbid it, then order the bucket be brought for trading at the depot. A small puddle of water will remain on the floor, which your dwarves will never clean up.<br />
<br />
== Bugs ==<br />
* If you have a {{L|stack}} of lye (bought via {{L|embark}} or from a {{L|caravan}}) then the entire stack will be used up to make a single bar of soap. {{Bug|2117}}<br />
<br />
{{Category|Healthcare}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&diff=147179Dwarf Fortress Wiki talk:Spamreport2011-04-26T16:54:57Z<p>213.134.175.225: /* SPAM: Some Suggestions & Observations */ :And it would be 99% less irritating [GRRG, Captcha again] ~~~~</p>
<hr />
<div>The last three spambots registered were within 3 days of each other. Quietust dealt with them rather quickly, but it seems we should watch for more spam activity; apparently we've attracted some spamming system's attention. [[User:Calite|Calite]] 01:21, 10 November 2010 (UTC)<br />
<br />
One should block the registration of new Accounts for a while and disallow editiong without registration. At the moment a bot is attacking the wikiw. There seem to be some more accounts registered not having done something by now, but the registration-log look suspicious. --[[User:Kami|Kami]] 08:27, 27 January 2011 (UTC)<br />
:If I could, I would, but I can't - you'll have to talk to Briess about that. --[[User:Quietust|Quietust]] 20:40, 27 January 2011 (UTC)<br />
<br />
== SPAM: Some Suggestions & Observations ==<br />
The latest example of SPAM here was titled "2006 Exploration In Job Oil State United". Compare that with the countless legitimate articles starting with "DF2010". And exploration is a large part of playing DF. That seems ''almost'' clever. Do computers learn and become smarter? This suggests to me that there might be a human who occasionally posts SPAM here and oversees his spambots.<br />
<br />
All this SPAM and (Deletion log) / (Block log) really clutters up the ''Recent changes'' list, which makes it difficult to follow what's being changed. Perhaps the (Deletion log) and (Block log) could be reported in a separate list?<br />
<br />
I do see that account creation uses ReCAPTCHA to (in theory) block spambots. But perhaps a more sophisticated form of CAPTCHA is needed? Some types of CAPTCHA combine words with background noise and multiple colors. And, in addition, perhaps the answer to a simple question could be required? (What color is the sky? What color is grass?) This Q&A requirement could even be randomized.<br />
<br />
Finally, would it be possible to set up a list of websites which automatically blocks links from such sites from appearing? In theory, it should be possible to have such a list auto-trigger account suspension of a few days or something. (Sort of like how some forums and guest books are coded to automatically deal with profanity.) And perhaps new links to off-site content (aside from a short list of exceptions, including the official bay12 sites, dffd.wimbli dot com and wikipedia) should be forbidden/blocked for a few weeks or so? I just feel that dealing with SPAM with creative solutions might send the culprit a message and end the SPAM for a while.<br />
<br />
BTW: It was my understanding that a majority of SPAM comes from 3rd world countries and other nations where labor is dirt cheap. They often have grammar and spelling errors as English may not be their first language. That, and it seems some types of bots combine words pseudo-randomly. --[[User:Thundercraft|Thundercraft]] 09:34, 2 February 2011 (UTC)<br />
<br />
You don't need a captcha, you just need the signup to ask an obvious Dwarf Fortress question. That would be 100% effective against any spambot, unless it was programmed and targeted specifically at us. --[[User:Devek|Devek]] 14:36, 26 April 2011 (UTC)<br />
:And it would be 99% less irritating [[Special:Contributions/213.134.175.225|213.134.175.225]] 16:54, 26 April 2011 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Carpenter&diff=146490v0.31:Carpenter2011-04-20T16:53:59Z<p>213.134.175.225: | attributes = ?</p>
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<div>{{quality|Exceptional|12:22, 6 October 2010 (UTC)}}{{Skill<br />
| color = 6:1<br />
| skill = Carpenter<br />
| profession = {{L|Woodworker}}<br />
| job name = {{L|Carpentry}}<br />
| tasks =<br />
* Wood based {{L|construction}}<br />
* Any work in the Carpenter's Workshop (except {{L|Animal trap|traps}})<br />
| workshop = * {{L|Carpenter's workshop}}<br />
| attributes = ?<br />
}}<br />
{{av}}<br />
<br />
'''Carpenters''' produce items out of {{L|wood}}. They construct {{L|bed}}s, {{L|bin}}s, {{L|barrel}}s, and all manner of other {{L|furniture}}. They can also create structures such as {{L|wall}}s and {{L|stair}}cases. A carpenter's skill level affects the speed and {{L|quality}} of his work.<br />
<br />
To employ a carpenter, create a task at a {{L|carpenter's workshop}} or designate a construction using logs.<br />
<br />
An immigrant carpenter may bring an axe with him, despite not having any skill in wood cutting.<br />
<br />
{{Skills}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=User_talk:DUMBELLS&diff=145572User talk:DUMBELLS2011-04-11T10:06:47Z<p>213.134.175.225: /* Pet values - as bar */ new section</p>
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<div>==Creatures==<br />
<br />
Nice work taking charge of the Creatures page! About time someone did. --[[User:Retro|Retro]] 16:06, 7 April 2010 (UTC)<br />
<br />
Thanks! --[[User:DUMBELLS|dUMBELLS]] 22:22, 7 April 2010 (UTC)<br />
<br />
:Something like this format was discussed "once upon a time" (see [[Talk:Main_Page#Articles_on_Olivine_and_other_generic_stones|MainPage talk]], esp the bottom part, or all of it if you can't sleep), but never went anywhere. See [[Example - some fish]] for one idea.--[[User:Albedo|Albedo]] 20:33, 7 April 2010 (UTC)<br />
<br />
I like the idea of having the game object data included, and I'll consider changing the format. --[[User:DUMBELLS|dUMBELLS]] 22:22, 7 April 2010 (UTC)<br />
<br />
== ... ==<br />
<br />
I know you... [[User:Iban|Iban]] 00:53, 9 April 2010 (UTC)<br />
==Linking to Categories==<br />
Just a helpful note: when you want to create a link to a category page, like: [[:Category:Vermin|This is the vermin category page]] just put a ':' in the like like so: <nowiki>[[:Category:Vermin|This is the vermin category page]]</nowiki>. When you're making a link to another category, or making one category a subcategory of another, you don't want to use any of the templates or it will cause issues with double namespace tags, or incorrect namespace tags. If you're just adding a page to a category use <nowiki>{{Category|"your category goes here"}}</nowiki> Which will add the page to the properly namespaced category, adding a link to the bottom of the page. Hope this helps! :) --[[User:Soy|Soy]]<sup><small>([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])</small></sup> 19:27, 17 April 2010 (UTC)<br />
<br />
I was confused with how to deal with it, thanks for the advice. --[[Special:Contributions/dUMBELLS|dUMBELLS]] 19:54, 17 April 2010 (UTC)<br />
<br />
== Preview ==<br />
<br />
There's a "Show Preview" button - you are encouraged to use it instead of spamming the Recent Changes page with dozens of consecutive edits to your user page. --[[User:Quietust|Quietust]] 23:14, 9 April 2011 (UTC)<br />
:Sorry, I didn't notice I was spamming the Recent Changes page to that extent. I'll try and submit more complete edits; I've also marked my future edits to (on default) be minor, so you can filter them out if they're too much. --[[User:DUMBELLS|dUMBELLS]] 23:20, 9 April 2011 (UTC)<br />
<br />
== Check Mark and Cross ==<br />
<br />
Your check mark and cross are far too large... and distracting. I think something smaller would fulfill the function you want and look good. [http://i6.photobucket.com/albums/y234/OmegaMet/check-cross.png Image Link] --[[User:Met|Met]] 01:07, 11 April 2011 (UTC)<br />
:That's perfect, I'll try and implement those asap.--[[User:DUMBELLS|dUMBELLS]] 02:27, 11 April 2011 (UTC)<br />
<br />
== Pet values - as bar ==<br />
<br />
Maybe use sqrt(PET_VALUE) for length of bar? [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:06, 11 April 2011 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=Xx&diff=144326Xx2011-04-03T09:45:02Z<p>213.134.175.225: Redirected page to DF2010:Wear</p>
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<div>#REDIRECT [[DF2010:Wear]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&diff=136897v0.31 Talk:Legendary artifact2011-02-23T21:59:48Z<p>213.134.175.225: /* Limits, from DF talk */ new section</p>
<hr />
<div>==Pseudo-Artifact Weapon bug==<br />
One of my swordsdwarves keeps RE-naming his (forgotten-beast-slaying) weapon. He's done it about seven times now. Bug, I'm guessing? --[[User:Zombiejustice|Zombiejustice]] 21:53, 10 April 2010 (UTC)<br />
<br />
: Someone has already reported this on the tracker. I'm changing the init settings for announcements and forging through. --[[User:Zombiejustice|Zombiejustice]] 01:24, 11 April 2010 (UTC)<br />
<br />
==Actual Artifact Bug?==<br />
I went into my abandoned fortress for an artifact platinum axe. Wouldn't you? It was still in the forge. When I take it out, there is one in my hand... and one in the workshop. I cannot get another one (still printing the text for picking it up, just no duplicate axe). When I came back to the site later, I was able to take out the axe again.<br />
<br />
The above behavior I noticed in the previous version as well with an artifact high boot. The below, I don't remember _noticing_ before, though since the other example was armor, hard to be sure.<br />
<br />
The REAL problem, though, is that whenever, however I try to take it offsite, it disappears. Just... gone. I was able to kick significant tail while on the site (I had broken into a cavern), but when I fast travel away... gone. When I come back, pick the axe back up, and WALK away... gone. One step, I'm armed with pure choppy death; the next, oh, my bronze shield is my primary weapon, and soon enough my "misc. object user" skill is on the rise. Not cool. Any thoughts? <br />
<br />
Of course, I am also putting this on the bugtracker. --[[User:Zombiejustice|Zombiejustice]] 03:00, 15 April 2010 (UTC)<br />
<br />
==Naming Artifact Bug?==<br />
My dwarf named his artifact after himself. Never happend to me before, but it looks funny.<br />
<br />
[[File:He created himself.PNG]]--[[User:Niggy|Niggy]] 11:01, 25 May 2010 (UTC)<br />
:Happens occasionally. Over the several fortresses I've run, I've had several narcissistic dwarves name their artifacts after themselves. --[[User:Quietust|Quietust]] 22:01, 23 August 2010 (UTC)<br />
<br />
== Images ==<br />
<br />
Urist McMandelbrot, Leatherworker made an artifact:<br /><br />
[[File:Fractal Artwork.png]]<br /><br />
Atrifact contains image of itself. I wonder, is it a bug or just random magic? --[[User:Peregarrett|Peregarrett]] 12:22, 23 June 2010 (UTC)<br />
<br />
Its dwarven technic. The legendary legendary artifact "Planepacked" had 74 pictures of itself.--[[User:Niggy|Niggy]] 13:34, 23 June 2010 (UTC)<br />
<br />
== Russian Art ==<br />
"Price of Art"<br /><br />
[[File:Artifact_12769115963.jpg]]<br /><br /><br />
--[[User:Igoreklim|igoreklim]] 05:55, 12 August 2010 (UTC)<br />
<br />
==Pseudo-Artifact Creation==<br />
I just got my first named weapon: A no-quality steel battleaxe. This battleaxe has not been used to kill anything, though the naming dwarf has been using it in a [http://www.bay12forums.com/smf/index.php?topic=63528.0 danger room] for long enough to become legendary+4. It seems that naming weapons is based on use or time, not kills. [[Special:Contributions/71.111.201.233|71.111.201.233]] 07:55, 23 August 2010 (UTC)<br />
:It's possible that time is one of the criteria, but getting a significant kill will make it happen a lot sooner - in my current fort, both a well-crafted bronze flail and a no-quality bismuth bronze short sword were both named immediately after they were each used to kill a forgotten beast. --[[User:Quietust|Quietust]] 21:59, 23 August 2010 (UTC)<br />
::Can adventurers name weapons? --[[User:Overspeculated|Overspeculated]] 15:43, 31 August 2010 (UTC)<br />
<br />
== df crashed ==<br />
<br />
Hey,<br />
<br />
i wanted to post here that df (v0.31.14 with ironhand_df) crashed as i tried to watch the list with my artifacts.<br />
But i couldnt duplicate the bug.<br />
It happened just after the creation of an artifact.<br />
<br />
Dunno, perhaps someone should check if the bug appears more often i dont have the time at work;)<br />
:Why bother posting this on a wiki talk page? Toady has a bug tracker for a reason, you know... --[[User:Quietust|Quietust]] 13:18, 21 October 2010 (UTC)<br />
<br />
== artifact use in buildings ==<br />
<br />
added the bit about using artifacts in buildings. From what I've seen, incorporating an artifact into a building multiplies its effect on fortress value by ''at least'' 3 - one dwarf turned out a massively valuable artifact millstone; building it into a millstone workshop resulted in both "architecture" and "displayed" values getting huge boosts. <br />
<br />
Now if only I could figure out how to put that legendary pine cup on display.... [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:40, 16 November 2010 (UTC)<br />
<br />
== Limits, from DF talk ==<br />
<br />
http://www.bay12games.com/media/df_talk_7_transcript.html<br />
<br />
Rainseeker: Now after the first one how often does that happen?<br />
Toady: After the first one it gets a little more complicated. The contributing factors after that ... It's no longer population, you have to have a dwarf available who hasn't made an artifact already ... and it looks at the items made, just how many items have you made in all of your workshops and any other way that it might happen - I think maybe even mined out stone counts - and then it takes that number and divides it by two hundred, and then it looks at your floor space, and evaluates how many unhidden squares there are, and divides that by some number - I think it's every two thousand unhidden squares, including the wilderness, so you get a starting buffer - and then it caps the items made by that so it's really the minimum of the items made and your floor space, except you need items made; floor space itself doesn't do it for you, but the items made gets compared to the floor space and it takes the smallest one, or it caps it, or whatever. In any case, it then subtracts the number of artifacts you've already made. So say you had, for instance, six hundred items made, divided by two hundred you get three, so that's three artifact credit; you've made enough items so that you can make three items. And let's say that you only had four thousand floor space, so divided by two thousand, that's two, so you actually only have two artifact credits. And say you've already made an artifact, now you have one artifact credit, so it goes ahead and lets you make an artifact. Then the next time it goes through if you haven't changed anything then you'd have no artifact credits left. Now this assumes that the artifact gets created successfully, so it's not like you're using up your chances or anything.<br />
<br />
[[Special:Contributions/213.134.175.225|213.134.175.225]] 21:59, 23 February 2011 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&diff=136894v0.31 Talk:Known bugs and issues2011-02-23T20:56:47Z<p>213.134.175.225: /* Suggestion for total cleanup */</p>
<hr />
<div>==Submerged fortifications==<br />
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)<br />
:I've already mentioned this on the page for {{L|fortification}} - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)<br />
<br />
===bug tracker is confusing==<br />
please explain how to use it.<br />
<br />
==Cleanup Edit==<br />
Ok, I just cleaned up the main page as best I could. Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc. I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself. If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page. Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry. That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.<br />
<br />
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.) --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)<br />
<br />
==Guidelines?==<br />
What exactly are the guidelines for editing this page? It's a mess of rumors, speculation, and not-bugs. Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments. It's really messy the way it is now, and it's only going to get worse as more versions are released.<br />
My suggestions:<br />
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.<br />
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand. They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.<br />
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.<br />
<br />
Sound like a plan? --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)<br />
<br />
==Where to Report Crashes?==<br />
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)<br />
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)<br />
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)<br />
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)<br />
* Just putting this down here while the above site is non-responsive:<br />
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage<br />
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)<br />
<br />
==Acid Rain Bug==<br />
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before "______ has bled to death", so it seems like they just start melting and don't even care. This happens to animals and dwarves.<br />
http://img407.imageshack.us/img407/964/iwillsurvive.png<br />
Unknown cause.<br />
:I managed to catch one of my dwarves just before it died of blood loss. It looks like it only happens to their fingers?<br />
<br />
<br />
:By rarely you mean 'not every time it rains'? I'm in a jungle, it's raining half the time, but I haven't seen these issues. Could it be a new 'feature'? Could it be a reaction between the water and something your dwarves are playing in? (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)<br />
<br />
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.<br />
<br />
:::I think I was only in a 'Warm' climate though.<br />
<br />
==Labor Menu Bug==<br />
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)<br />
<br />
*Mining<br />
*Healthcare<br />
*Hauling<br />
*Other Jobs<br />
<br />
The correct list should be. <br />
<br />
*Mining<br />
*Woodworking<br />
*Stoneworking<br />
*Hunting/Related<br />
*Healthcare<br />
*Farming/Related<br />
*Fishing/Related<br />
*Metalsmithing<br />
*Jewelry<br />
*Crafts<br />
*Engineering<br />
*Hauling<br />
*Other Jobs<br />
<br />
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)<br />
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)<br />
<br />
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.<br />
Also, undiscovered items can be seen in the stocks menu.<br />
<br />
== Clarifications ==<br />
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)<br />
<br />
*Added a note that animal bones work for the "body parts" request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to "not a bug" if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)<br />
<br />
== Minor points and addition ==<br />
<br />
Hi!<br />
<br />
So, we are not supposed to edit the article directly, or how are we to interpret the screening.<br />
:Feel free to add new bugs to the main page with "(confirm)" after it. Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works. This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)<br />
<br />
Anyway, there are a few things I feel need to be added/corrected:<br />
<br />
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.<br />
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.<br />
<br />
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).<br />
<br />
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.<br />
<br />
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.<br />
<br />
Deathworks<br />
:Previously (40d) you had to train wild animals and then have them butchered. If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside. Then the dwarfs will bring it to a refuse pile, which will spawn a "butcher animal" job. In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.<br />
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining. I noticed he was dehydrated, so I let him out. But, he never got a "drink" job and ended up dieing. Too bad, legendary jem cutter!<br />
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls. I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)<br />
<br />
==Distance==<br />
Not sure what's causing it but I have, under "distance" in the "selecting material" dialogue for constructing a wall, a distance of -66870. Yeah, negative. No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.<br />
:have this problem right after cave in, some seconds later distances return to normal...<br />
<br />
== Mantis ==<br />
<br />
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)<br />
<br />
----<br />
<br />
== Talk == <br />
*What's going on with this page guys? Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)<br />
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)<br />
<br />
== Craftsdwarf's Workshop ==<br />
<br />
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation. I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks. I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a "create shell crafts" task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job. If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.<br />
<br />
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.<br />
<br />
== Food Stockpiles ==<br />
<br />
Has anybody noticed a bug with food stockpiles with barrels? I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels. The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!<br />
<br />
Also, my kitchen screen doesn't list any meat that I embark with. You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)<br />
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)<br />
::I'm not sure how to butcher meat. But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)<br />
<br />
== Unknown Military Crash ==<br />
<br />
I've got an odd issue here. I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes. Any ideas? I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it. --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)<br />
EDIT-Found that deleting and remaking the squad fixed this. I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out. --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)<br />
<br />
==Masterwork food Bug==<br />
<br />
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)<br />
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)<br />
<br />
== Req for Comments - 'Buggy' template ==<br />
<br />
I've created a template that shows a warning like so:<br />
{{buggy}}<br />
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with: [[Ambusher]].<br />
<br />
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called "Bugs", but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)<br />
<br />
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)<br />
<br />
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)<br />
<br />
==Dead Dwarf keeps task and building locked==<br />
<br />
I can't get on the forum now, so this'll have to do. I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active. If I go to the (u) screen, there is no dwarf listed with this task. Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason. It turns out this dwarf is dead. [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)<br />
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.<br />
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)<br />
<br />
== Bedrooms ==<br />
<br />
My dwarves don't seem to prefer their bedrooms anymore. Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms. Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.<br />
<br />
<br />
== Pathing ==<br />
There seems to be an issue in my "stockpile" z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of<br />
<br />"material distance"<br /><br />
"diorite -184900"<br />
<br />
== Forging creates different item ==<br />
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)<br />
UPDATE: This bug seems to occur with all metals, not just copper. Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)<br />
<br />
== Goblin attackers don't cause dwarves to interrupt their jobs ==<br />
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]<br />
<br />
== Named (or Legendary) Weapon bug ==<br />
<br />
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)<br />
<br />
== alt-tab causes program lockup ==<br />
<br />
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)<br />
:I tried this in .10 without trouble, but that doesn't prove much. I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked. Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen. Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)<br />
<br />
== Mantis? ==<br />
<br />
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account. What gives? I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)<br />
<br />
== Smelter Fuel issue ==<br />
<br />
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)<br />
:Are you sure it's the FUEL that's the problem? Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel. Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile. 'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)<br />
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)<br />
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)<br />
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)<br />
<br />
== Cat having kittens with no mate ==<br />
<br />
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. <br />
Unless there can be cross-species mating I have no clue how this could have come about. <br />
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).<br />
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)<br />
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)<br />
::Did one of the previous merchants have a male cat up for sale? Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats. I think. Certainly works that way for pack animals. And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)<br />
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)<br />
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.<br />
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)<br />
::::::We've seen dorfen hygiene. A cat humps someone's leg, and before long the whole fortress is "pollinated"... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)<br />
<br />
== Fish really fixed? ==<br />
<br />
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles. The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place. But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)<br />
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)<br />
<br />
== Zone -> flow -> ESC = crash ==<br />
<br />
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet. You hit "i" for zone, choose the flow option with "e", then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)<br />
:Well... since .31.0'''8''' is out... download the new version. I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)<br />
<br />
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.<br />
<br />
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)<br />
<br />
== Ecological devastation by cats: complete lack of vermin ==<br />
<br />
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots. I have fresh forgotten beast meat that's a year old, the "partial skeletons" of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons. I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either). I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)<br />
:Vermin corpses WILL rot and vanish if they're on the surface. If they're underground, then they'll stop at "Rotten remains". Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot). Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process. If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)<br />
<br />
== Bugs/Features ==<br />
<br />
I just tried version .10 for a bit of a battle with a Blind Cave Ogre. But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict. Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway. The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down. ;) Well, it ''is'' an ogre...<br />
<br />
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once. Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious. Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red. To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available). Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs. Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.<br />
<br />
Though it looks like a properly "seeded" door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.<br />
<br />
Another odd "feature" is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot. So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated. (choppers work the same way with trees). Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)<br />
<br />
== Another flask bug? ==<br />
<br />
A game started and played in .10 has dorfs using plain "flasks" made from assorted leather. They display in the equipment list on one line as "flask, (rope reed fabric X)", where the second item is whatever is worn on the Upper Body of that dorf. I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)<br />
<br />
== Individual Combat Training Fixation==<br />
<br />
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is <s>severely beaten to death by a large raccoon</s> removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.<br />
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)<br />
<br />
== Infinite blood ==<br />
<br />
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)<br />
<br />
== lockup in points/routes interface ==<br />
<br />
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)<br />
<br />
:This happened to me as well; in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view. However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)<br />
<br />
== 'make vial' at glass furnace ==<br />
<br />
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.<br />
:nvm, this is fixed in the current version (v. .31.16)<br />
<br />
== cages ==<br />
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?<br />
<br />
== Plants growing on tiles occupied by trees ==<br />
<br />
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)<br />
<br />
== Suggestion for total cleanup ==<br />
<br />
What is the point in listing bugs here?<br />
<br />
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in "Bug" sections. And keeping fixed ones is even more useless.<br />
<br />
Suggestion:<br />
keep: general information, link to mantis, not-a-bug<br />
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).<br />
<br />
And part of discussion may be moved to archive talk page.<br />
<br />
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)<br />
<br />
:Has anyone found a way to actually ''search'' the Mantis database? Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)<br />
<br />
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)<br />
<br />
== More equipment stuff ==<br />
<br />
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, & battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&diff=136893v0.31:Legendary artifact2011-02-23T20:54:30Z<p>213.134.175.225: +link to DF talk</p>
<hr />
<div>{{av}}<br />
{{Quality|Fine}}<br />
<br />
Dwarves in {{L|strange mood|strange moods}} will create '''legendary artifacts''', unique, "named" items which are of unsurpassable quality (and often {{L|value}} as well). An artifact is the ultimate expression of a {{L|dwarf|dwarf's}} desires, fears, memories and hopes in art form, and each dwarf will produce at most only one in their lives (or {{L|insanity|die}} trying). Dwarves that create an artifact immediately gain enough {{L|experience}} to boost them to {{L|legendary}} level in the affected {{L|Strange_mood#Skills_and_workshops|skill}} unless they were {{L|Strange_mood#Possessed|possessed}}.<br />
<br />
Dwarves drop artifacts in the {{L|workshop}} as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.<br />
<br />
Artifact {{L|furniture}} of high value can be placed in {{L|room}}s to give a big increase to the room's value (and hence quality), which can be useful to meet the room quality requirements of {{L|noble}}s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy {{L|thoughts}} from admiring them. Artifact {{L|mechanism}}s can be turned into {{L|lever}}s and {{L|traps}}, which count as furniture. Artifact {{L|weapon}}s (if not being used in the military) can be put into a weapon trap, which will make it count as valuable furniture.<br />
<br />
Certain artifact types (barrels, buckets, millstones, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.<br />
<br />
Sometimes dwarves will grow particularly attached to {{L|weapon}}s and {{L|armor}}, and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a {{L|forgotten beast}} will often be enough.<br />
<br />
Artifacts can be stolen by thieves. This does not appear to affect the happiness of the artifact's creator.<br />
<br />
[http://www.bay12games.com/media/df_talk_7_transcript_2.html DF talk about plans for artifacts]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Announcement&diff=136579v0.31:Announcement2011-02-19T20:07:37Z<p>213.134.175.225: -money</p>
<hr />
<div>{{av}}{{Quality|Fine|07:53, 3 June 2010 (UTC)}}<br />
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. Some announcements will pause gameplay and center the camera on the event in question.<br />
<br />
The Announcements page can be accessed with the {{key|a}} key. {{key|Page Up}} and {{key|Page Down}} scroll through the previous announcements. The Announcements page shows the date of each announcement, and you can press {{key|z}} to zoom to the location of an announcement.<br />
<br />
More examples of announcements include job cancellations, the creation of [[masterpiece]]s, [[dwarf|dwarves]] and [[tame]] [[animals]] being [[struck down]] (including being [[slaughter]]ed), dwarves gaining [[attribute]]s, dwarves becoming [[champion]]s, tame animals becoming adults and giving birth, weather events, seasons changing, [[siege]]s, enemy ambushers becoming revealed ([[thief|thieves]] or [[ambush]]es), and work orders being completed.<br />
<br />
The {{key|o}}rders menu allows you to filter out certain job cancellation messages. {{key|x}} cycles through the four options for cancellation announcements:<br />
:* None<br />
:* Some<br />
:* Most<br />
:* All<br />
<br />
The default setting is "Some".<br />
<br />
Combat related messages are filed under {{L|report}}s, and can be accessed with the {{key|r}} key.<br />
<br />
== Controlling which announcements pause and recenter ==<br />
<br />
You can control which types of announcements do and don't pause and/or recenter the game by editing the '''announcements.txt''' file, found at Dwarf Fortress/data/init/announcements.txt. An announcement type containing '''P''' will pause when that announcement type is made, and one containing '''R''' will re-center when that announcement type is made. For example,<br />
<br />
:<tt>[MIGRANT_ARRIVAL:A_D:D_D:P:R]</tt><br />
<br />
means that the game will pause and recenter upon the announcement of migrants arriving. You could change it to<br />
<br />
:<tt>[MIGRANT_ARRIVAL:A_D:D_D:R]</tt><br />
<br />
to cause the game to recenter on the arriving migrants, but to not pause the game.<br />
<br />
[[Category: Interface]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Advanced_world_generation&diff=135453v0.31:Advanced world generation2011-01-27T21:28:07Z<p>213.134.175.225: /* Minimum Volcano Number */</p>
<hr />
<div>{{quality|Exceptional|18:29, 1 December 2010 (UTC)}}{{av}} <br />
= Advanced Parameters =<br />
<br />
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.<br />
<br />
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.<br />
<br />
== Caverns Parameters ==<br />
<br />
=== Cavern Layer Number ===<br />
<br />
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer. Defaults to three.<br />
<br />
If this is 0 then you will not have Caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate.<br />
<br />
<br />
Example:<blockquote><br />
[CAVERN_LAYER_COUNT:3]<br />
</blockquote><br />
<br />
=== Layer Openness min\max ===<br />
<br />
Dictates the size of cavern passages. A low value will create a network of small tunnels (like the old 40d caves) while a high value creates large open caverns.<br />
<br />
Example:<blockquote><br />
[CAVERN_LAYER_OPENNESS_MIN:0]<br /><br />
[CAVERN_LAYER_OPENNESS_MAX:100]<br />
</blockquote><br />
<br />
=== Layer Passage Density min\max ===<br />
<br />
This determines how many passages form the cavern. If openness (see above) is set to minimum and density is set to maximum then you will get a maze like network of small criss-crossing passages. If density is reduced then there will be fewer passages. A high density can cause more open space because the passages will overlap. If you want the largest open spaces possible then increase the density and openness together.<br />
<br />
Example:<blockquote><br />
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]<br /><br />
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]<br />
</blockquote><br />
<br />
=== Layer Water min\max ===<br />
<br />
Determines how many caverns will have water at the bottom. Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.<br />
<br />
At 0, there will be no water in your caverns. This may impact future underground plant growth, although maps will still start with underground flora.<br />
<br />
Example:<blockquote>[CAVERN_LAYER_WATER_MIN:0]<br /><br />
[CAVERN_LAYER_WATER_MAX:100]<br />
</blockquote><br />
<br />
=== Magma Layer ===<br />
<br />
Magma sea 4-5 layers at the bottom of map.<br />
<br />
Value 1 forces magma layer, value 0 appears to prevent it.<br />
<br />Appears not have impact on volcanoes, nor vulcanism, so even if 0 there will still be emark locations with magma.<br />
<br />If a volcano exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.<br />
<br />(Unconfirmed whether magma layer still can occur if HFS exists in a specific embark tile, e.g. Temple).<br />
<br />
<br />
Example:<blockquote>[HAVE_BOTTOM_LAYER_1:1]<br />
</blockquote><br />
<br />
=== Bottom Layer ===<br />
<br />
Cavern below magma sea. <br />
If "yes" the "HFS" layer is always present.<br />
Defaults to "yes".<br />
<br />
<br />
If turned on, will force the magma layer above it.<br />
<br />(Unknown whether this has any impact on occurrence of HFS temple)<br />
<br />
<br />
Example:<blockquote>[HAVE_BOTTOM_LAYER_2:1]<br />
</blockquote><br />
<br />
=== Z Levels ===<br />
'''[Previous table clear as mud; this table murky pool.]'''<br />
<br />
Following table based on having 3 cavern layers. The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).<br />
<br />
<br />
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable"<br />
|-style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;" width="120"|Setting Name<br />
!style="border:1px #AAA solid;padding:0.2em;" width="200"|file tag<br />
!style="border:1px #AAA solid;padding:0.2em;"| Description<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Ground<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_GROUND<br />
|style="border:1px #AAA solid;padding:0.2em;"| The number of Z-Levels of air above the highest surface level.<br />Has no impact on how many Z-levels deep the surface layer is.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above layer 1<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_1<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_2<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of second cavern and very bottom of first cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 3<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_3<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of third cavern and very bottom of second cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 4<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_4<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of earth between very highest magma and very bottom of third cavern.<br />Spoiler Hidden: <!-- Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine IF it was impacting the cavern previously. --><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_5<br />
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.<br />Spoiler Hidden:<!-- Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels --><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| At Bottom<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_AT_BOTTOM<br />
|style="border:1px #AAA solid;padding:0.2em;"| Appears to be number of levels of HFS chamber.<br />Only valid if Bottom Layer present.<br />Often has no impact.<br />Values larger than default results in strange things.<br />
|-<br />
|}<br />
<br />
<br />
Some implications:<br />
* The number of surface layers (e.g. soil), at this time, can not be controlled. For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).<br />
* There can be multiple stone layers between the cavern and the surface. So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.<br />
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.<br />
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.<br />
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.<br />
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.<br />
* Very large values can cause strange things to happen. Even more true for small values.<br />
== Volcanoes ==<br />
=== Minimum Volcanism/Maximum Volcanism ===<br />
Setting minimum to high value is not a good way to produce multiple volcanoes ("Volcanism not evenly distributed" rejection).<br />
<br />
=== Minimum Volcano Number ===<br />
You want to use this (you may wait for perfect world - 500 rejects for 100 volcanoes minimum is typical).</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&diff=135275v0.31:Finished goods2011-01-23T14:48:28Z<p>213.134.175.225: economy?</p>
<hr />
<div>{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}<br />
'''Finished goods''' are items that go to a finished goods {{L|stockpile}} when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for {{L|trading}}. They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types. <br />
<br />
There is no way to issue a job order for a specific subtype of a good with multiple subtypes. If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.<br />
<br />
Some types of trade goods can be produced in multiples. It is possible to get up to three crafts from a single resource. The chance of multiples is increased with more {{L|experience}} in the craftsdwarf skill. Mugs will ''always'' be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good).<br />
<br />
==Types of trade goods==<br />
<br />
===Crafts===<br />
Crafts include '''figurines''', {{L|jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns'''}}, and '''scepters'''. They are the only type of trade good that appears on its own page in the Trade Depot menu.<br />
<br />
===Goblets===<br />
Goblets have no subtypes, but have different names depending on the material from which they are made: rock goblets are called '''mugs''', and wooden goblets are called '''cups'''. Dwarfs would rather die than be forced to use a mug.<br />
<br />
===Instruments===<br />
Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.<br />
<br />
===Toys===<br />
Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.<br />
<br />
===Totems===<br />
Totems are made from skulls by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Totems cannot be built as permanent structures, but careful management of custom {{L|stockpile}}s will allow the player to place totems at artistically pleasing locations around the fortress.<br />
<br />
Although totems have the same base {{L|value}} as all other crafts, totems made from the skulls of more valuable animals like {{L|unicorn}}s will fetch a hefty price.<br />
<br />
===Large gems===<br />
Large gems have no subtypes. It is not possible to issue a job order for large gems; instead, cutting any {{L|gem}} or raw {{L|glass}} has a chance to produce a large gem instead of ordinary cut gems. Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a {{L|glass furnace}}, and must be acquired through the processing of raw glass by a gem cutter.<br />
<br />
==Materials==<br />
Most materials can be used to make trade goods. On occasion, a {{L|dwarf}} in a {{L|strange mood}} will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).<br />
<br />
{| border = 1 cellspacing="0" cellpadding="5" <br />
| align="center" style="background:#f0f0f0;"|'''Material'''<br />
| align="center" style="background:#f0f0f0;"|'''Labor'''<br />
| align="center" style="background:#f0f0f0;"|'''Workshop'''<br />
| align="center" style="background:#f0f0f0;"|'''Crafts'''<br />
| align="center" style="background:#f0f0f0;"|'''Goblets'''<br />
| align="center" style="background:#f0f0f0;"|'''Instruments'''<br />
| align="center" style="background:#f0f0f0;"|'''Toys'''<br />
| align="center" style="background:#f0f0f0;"|'''Large Gems'''<br />
|-<br />
| {{L|Stone}}||{{L|Stone_crafter|Stonecrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N<br />
|-<br />
| {{L|Wood}}||{{L|Woodcrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N<br />
|-<br />
| {{L|Leather}}||{{L|Leatherworking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N<br />
|-<br />
| {{L|Cloth}}||{{L|Clothier|Clothesmaking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N<br />
|-<br />
| {{L|Bone}}<sup>1</sup>||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N<br />
|-<br />
| {{L|Shell}}||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N<br />
|-<br />
| {{L|Metal}}||{{L|Metalcrafting}}||{{L|Metalsmith's forge}} or {{L|Magma forge}}||Y||Y||Y||Y||N<br />
|-<br />
| {{L|Glass}}||{{L|Glassmaking}}||{{L|Glass furnace}} or {{L|Magma glass furnace}}||Y<sup>2</sup>||Y||Y||Y||Y<sup>2</sup><br />
|-<br />
| {{L|Gems}}||{{L|Gem cutting}}||{{L|Jeweler's workshop}}||Y<sup>2</sup>||N||N||N||Y<sup>2</sup><br />
|}<br />
<sup>1</sup> Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.<br />
<br />
<sup>2</sup> See {{L|Trade good#Large gems|Large gems}} above. Large glass gems are cut at a jeweler's workshop, not a glass furnace.<br />
<br />
<br />
{{Category:Items}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&diff=135273v0.31:Important advice2011-01-23T11:21:52Z<p>213.134.175.225: /* Advice */ -dead link</p>
<hr />
<div>{{quality|Exceptional|03:56, 29 September 2010 (UTC)}}{{av}}<br />
<br />
Here are a few things to keep in mind when playing Dwarf Fortress.<br />
<br />
Above all, one must remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get the hang of things &ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.<br />
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.<br />
<br />
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]<br />
<br />
== DF 2010 Advice ==<br />
* [[Soap]] is very important now. If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.<br />
<br />
* Do not take on an armoured opponent with your fists; you will lose. Wrestling is no longer very effective and the use of quality weapons is strongly encouraged. It is still faster than using [[training weapon]]s of any type, though.<br />
<br />
* To easily create an underground farm, c{{key|h}}annel above where you want the farm to be and remove all the down ramps. Des{{key|i}}gnate the area above the farm as a pond and dwarves will begin to fill it (Don't forget to designate a water source and make sure you have buckets). Don't channel from the surface; that will just make it an aboveground farm. Put your farm at least two levels underground and then channel a layer above that. Aboveground farms can be made without muddying the ground, despite the warning.<br />
<br />
* Soil now has to be irrigated in order for underground crops to grow on it. Make sure your map has some immediate access to water at the start or you're going to be relegated to surviving off prickle berries and wild strawberries for however long it takes you to breach into the first [[cavern]] layer.<br />
<br />
* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a {{l|Giant cave spider}} (or {{l|Hidden_Fun_Stuff|worse}}) results in much {{l|fun}}. Make sure to properly train and equip your soldiers before breaching the depths. Equipment is much more important than before.<br />
<br />
* The new resource allocation defaults (defined in init) means that dwarves stack resources far more efficiently into barrels than they used to. The net result is that the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the early game as opposed to logging half the map to supply containers for your precious [[booze]].<br />
<br />
== Advice ==<br />
<!-- General suggestions and philosophy --><br />
* Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.<br />
** (Well, really just one lose condition {all your Dwarfs die}, but many ways to accomplish it.)<br />
** Not a loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.<br />
** What about {Abandon Fortress}?<br />
** Arguably all funny unintended end of a fortress are 'win' because we're whores for despair and dystopia, and stop playing is 'losing'. Some other players argue it's exactly the opposite. This usually distinguishes between hardcore players, and hardcore-er players (no casual players stick with it long enough to argue either view).<br />
<br />
* Learn the {{L|controls_guide|controls}}. There are lots, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.<br />
<br />
* If your game is running slowly, learn how to {{L|Maximizing framerate|maximize your framerate}}. Perhaps try a 3x2 size embark.<br />
<br />
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than after crash having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.<br />
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/d_init.txt file.<br />
<br />
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.<br />
<br />
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default {{L|tilesets|tileset}}, your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.<br />
<br />
== Tips ==<br />
<!-- Little facts about the game to keep in mind --><br />
* Dwarves thrive on {{L|alcohol}}. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.<br />
* Dwarves also need {{L|food}}, obviously - and a good {{L|cook}} (and a nice dining hall) go a long way towards keeping your fortress happy.<br />
** Don't cook all your alcohol or all your {{L|seed}}s (or all the things that leave seeds). ({{k|z}} >> Kitchen).<br />
* Dwarves tend to get trapped easily. They like {{L|Digging#Dig_Priority|building and digging things from certain directions}}, so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.<br />
* Construction and combat are {{L|noise|noisy}}. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.<br />
* Workshops will become {{L|clutter|cluttered}} once they have 15 average goods in them (more for {{L|craft}}s, less for {{L|siege weapon}}s). Make stockpiles to receive the goods, and have ample {{L|hauler}}s, and/or more than one of a workshop that's likely to get cluttered.<br />
* {{L|Traps}} can help take care of invaders at no risk to your dwarves. Any fortress can build a <!-- tub style mechanical chicken plucker --> bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).<br />
* Having a dwarf with the Appraiser skill to be your {{L|broker}} will help a lot when {{L|trading}}. Otherwise, you can't see how much an item is worth.<br />
* {{L|Chain}}ing some {{L|dog}}s by your front door may deter thieves.<br />
* Remember that dwarves can be assigned new {{L|labor|jobs}} at any time. If your carpenter has died, your farmer can start making beds. (He won't be good at it, since he doesn't have the skill, but lowest-quality beds are better than sleeping on the ground.)<br />
* Idle carpenters? It's hard to have too many {{L|barrel}}s (or too many {{L|bin}}s... {{L|bed}}s for the next wave of {{L|immigrant}}s are pretty handy too). Idle masons? You can fit a lot of {{L|door}}s into your fortress, and buildings constructed from {{L|block}}s add value over rough stone.<br />
* Too many {{L|immigrant}}s? Don't know what to do with them? Have you started an {{L|military|army}} yet?<br />
* When setting a {{L|water}} source (for designated drinking zones) or a {{L|fishing}} zone, remember that only walkable tiles are valid - you need only mark the shore.<br />
* When in doubt, wall off the outside world and do soldier training for a year.<br />
<br />
== Tricks ==<br />
<!-- Specific little actions the users can take to make their lives better --><br />
* To find a dead dwarf, go under status ({{k|z}}), then select stock>>corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.<br />
<br />
* Don't like all the stone laying around? Instead of using a stone {{L|stockpile}} create a 1-square garbage {{L|zone}} and {{L|dump}} (d,b,d) the stone. Reclaim (d,b,c) the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop). Also use the mouse to paint which stones to dump.<br />
** {{L|miasma|Miasma}} from the garbage zone won't spread diagonally. Making your garbage dump a 1-tile room dug diagonally into a corner means you won't even need a door.<br />
<br />
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for {{L|bauxite}}) next to your workshop and close the dwarf in. Don't forget there's a z-axis, so make sure there aren't unwanted materials above/below your workshop.<br />
** Lock your {{L|gem setter}} in a room with some cut {{L|gem}}s and a {{L|stockpile}} set to gather quality {{L|furniture}}, so that he doesn't waste time (and valuables) encrusting stupid things like barrels.<br />
<br />
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood and refuse or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.<br />
<br />
* Hitting {{k|x}} when building a building (especially a cage) expands the list of items, so you can pick one with a specific {{L|quality}} (a nice bed for a noble's bedroom, or a cheap door for the garbage room).<br />
<br />
* If you're scanning the outdoors for your next swath of {{L|tree}}s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.<br />
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly {{L|sand}} spots scattered around on a sandy map.)<br />
<br />
* Build a walled {{L|statue}} garden outside your fortress so that your dwarves don't get {{L|cave adaptation}}. Or a protective wall around the outdoors well.<br />
** Also Equally Effective. In any central stairways dig up to the surface. Any dwarfs moving through that central stairway will receive there daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.<br />
***Although, keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways)<br />
* {{L|Trade}} for basic items like {{L|meat}} and {{L|wood}}. They're cheap, and it's easier than gathering them yourself.<br />
<br />
[[Category:Guides]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&diff=135272v0.31:Important advice2011-01-23T09:54:04Z<p>213.134.175.225: /* Tricks */ -old</p>
<hr />
<div>{{quality|Exceptional|03:56, 29 September 2010 (UTC)}}{{av}}<br />
<br />
Here are a few things to keep in mind when playing Dwarf Fortress.<br />
<br />
Above all, one must remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get the hang of things &ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.<br />
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.<br />
<br />
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]<br />
<br />
== DF 2010 Advice ==<br />
* [[Soap]] is very important now. If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.<br />
<br />
* Do not take on an armoured opponent with your fists; you will lose. Wrestling is no longer very effective and the use of quality weapons is strongly encouraged. It is still faster than using [[training weapon]]s of any type, though.<br />
<br />
* To easily create an underground farm, c{{key|h}}annel above where you want the farm to be and remove all the down ramps. Des{{key|i}}gnate the area above the farm as a pond and dwarves will begin to fill it (Don't forget to designate a water source and make sure you have buckets). Don't channel from the surface; that will just make it an aboveground farm. Put your farm at least two levels underground and then channel a layer above that. Aboveground farms can be made without muddying the ground, despite the warning.<br />
<br />
* Soil now has to be irrigated in order for underground crops to grow on it. Make sure your map has some immediate access to water at the start or you're going to be relegated to surviving off prickle berries and wild strawberries for however long it takes you to breach into the first [[cavern]] layer.<br />
<br />
* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a {{l|Giant cave spider}} (or {{l|Hidden_Fun_Stuff|worse}}) results in much {{l|fun}}. Make sure to properly train and equip your soldiers before breaching the depths. Equipment is much more important than before.<br />
<br />
* The new resource allocation defaults (defined in init) means that dwarves stack resources far more efficiently into barrels than they used to. The net result is that the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the early game as opposed to logging half the map to supply containers for your precious [[booze]].<br />
<br />
== Advice ==<br />
<!-- General suggestions and philosophy --><br />
* Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.<br />
** (Well, really just one lose condition {all your Dwarfs die}, but many ways to accomplish it.)<br />
** Not a loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.<br />
** What about {Abandon Fortress}?<br />
** Arguably all funny unintended end of a fortress are 'win' because we're whores for despair and dystopia, and stop playing is 'losing'. Some other players argue it's exactly the opposite. This usually distinguishes between hardcore players, and hardcore-er players (no casual players stick with it long enough to argue either view).<br />
<br />
* Learn the {{L|controls_guide|controls}}. There are lots, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently. {{L|Efficient_gameplay|Efficient Gameplay}} offers some time-saving tips.<br />
<br />
* If your game is running slowly, learn how to {{L|Maximizing framerate|maximize your framerate}}. Perhaps try a 3x2 size embark.<br />
<br />
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than after crash having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.<br />
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/d_init.txt file.<br />
<br />
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.<br />
<br />
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default {{L|tilesets|tileset}}, your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.<br />
<br />
== Tips ==<br />
<!-- Little facts about the game to keep in mind --><br />
* Dwarves thrive on {{L|alcohol}}. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.<br />
* Dwarves also need {{L|food}}, obviously - and a good {{L|cook}} (and a nice dining hall) go a long way towards keeping your fortress happy.<br />
** Don't cook all your alcohol or all your {{L|seed}}s (or all the things that leave seeds). ({{k|z}} >> Kitchen).<br />
* Dwarves tend to get trapped easily. They like {{L|Digging#Dig_Priority|building and digging things from certain directions}}, so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.<br />
* Construction and combat are {{L|noise|noisy}}. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.<br />
* Workshops will become {{L|clutter|cluttered}} once they have 15 average goods in them (more for {{L|craft}}s, less for {{L|siege weapon}}s). Make stockpiles to receive the goods, and have ample {{L|hauler}}s, and/or more than one of a workshop that's likely to get cluttered.<br />
* {{L|Traps}} can help take care of invaders at no risk to your dwarves. Any fortress can build a <!-- tub style mechanical chicken plucker --> bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).<br />
* Having a dwarf with the Appraiser skill to be your {{L|broker}} will help a lot when {{L|trading}}. Otherwise, you can't see how much an item is worth.<br />
* {{L|Chain}}ing some {{L|dog}}s by your front door may deter thieves.<br />
* Remember that dwarves can be assigned new {{L|labor|jobs}} at any time. If your carpenter has died, your farmer can start making beds. (He won't be good at it, since he doesn't have the skill, but lowest-quality beds are better than sleeping on the ground.)<br />
* Idle carpenters? It's hard to have too many {{L|barrel}}s (or too many {{L|bin}}s... {{L|bed}}s for the next wave of {{L|immigrant}}s are pretty handy too). Idle masons? You can fit a lot of {{L|door}}s into your fortress, and buildings constructed from {{L|block}}s add value over rough stone.<br />
* Too many {{L|immigrant}}s? Don't know what to do with them? Have you started an {{L|military|army}} yet?<br />
* When setting a {{L|water}} source (for designated drinking zones) or a {{L|fishing}} zone, remember that only walkable tiles are valid - you need only mark the shore.<br />
* When in doubt, wall off the outside world and do soldier training for a year.<br />
<br />
== Tricks ==<br />
<!-- Specific little actions the users can take to make their lives better --><br />
* To find a dead dwarf, go under status ({{k|z}}), then select stock>>corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.<br />
<br />
* Don't like all the stone laying around? Instead of using a stone {{L|stockpile}} create a 1-square garbage {{L|zone}} and {{L|dump}} (d,b,d) the stone. Reclaim (d,b,c) the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop). Also use the mouse to paint which stones to dump.<br />
** {{L|miasma|Miasma}} from the garbage zone won't spread diagonally. Making your garbage dump a 1-tile room dug diagonally into a corner means you won't even need a door.<br />
<br />
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for {{L|bauxite}}) next to your workshop and close the dwarf in. Don't forget there's a z-axis, so make sure there aren't unwanted materials above/below your workshop.<br />
** Lock your {{L|gem setter}} in a room with some cut {{L|gem}}s and a {{L|stockpile}} set to gather quality {{L|furniture}}, so that he doesn't waste time (and valuables) encrusting stupid things like barrels.<br />
<br />
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood and refuse or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.<br />
<br />
* Hitting {{k|x}} when building a building (especially a cage) expands the list of items, so you can pick one with a specific {{L|quality}} (a nice bed for a noble's bedroom, or a cheap door for the garbage room).<br />
<br />
* If you're scanning the outdoors for your next swath of {{L|tree}}s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.<br />
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly {{L|sand}} spots scattered around on a sandy map.)<br />
<br />
* Build a walled {{L|statue}} garden outside your fortress so that your dwarves don't get {{L|cave adaptation}}. Or a protective wall around the outdoors well.<br />
** Also Equally Effective. In any central stairways dig up to the surface. Any dwarfs moving through that central stairway will receive there daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.<br />
***Although, keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways)<br />
* {{L|Trade}} for basic items like {{L|meat}} and {{L|wood}}. They're cheap, and it's easier than gathering them yourself.<br />
<br />
[[Category:Guides]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&diff=135271v0.31:Important advice2011-01-23T09:51:09Z<p>213.134.175.225: -dead link</p>
<hr />
<div>{{quality|Exceptional|03:56, 29 September 2010 (UTC)}}{{av}}<br />
<br />
Here are a few things to keep in mind when playing Dwarf Fortress.<br />
<br />
Above all, one must remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get the hang of things &ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.<br />
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.<br />
<br />
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]<br />
<br />
== DF 2010 Advice ==<br />
* [[Soap]] is very important now. If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.<br />
<br />
* Do not take on an armoured opponent with your fists; you will lose. Wrestling is no longer very effective and the use of quality weapons is strongly encouraged. It is still faster than using [[training weapon]]s of any type, though.<br />
<br />
* To easily create an underground farm, c{{key|h}}annel above where you want the farm to be and remove all the down ramps. Des{{key|i}}gnate the area above the farm as a pond and dwarves will begin to fill it (Don't forget to designate a water source and make sure you have buckets). Don't channel from the surface; that will just make it an aboveground farm. Put your farm at least two levels underground and then channel a layer above that. Aboveground farms can be made without muddying the ground, despite the warning.<br />
<br />
* Soil now has to be irrigated in order for underground crops to grow on it. Make sure your map has some immediate access to water at the start or you're going to be relegated to surviving off prickle berries and wild strawberries for however long it takes you to breach into the first [[cavern]] layer.<br />
<br />
* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a {{l|Giant cave spider}} (or {{l|Hidden_Fun_Stuff|worse}}) results in much {{l|fun}}. Make sure to properly train and equip your soldiers before breaching the depths. Equipment is much more important than before.<br />
<br />
* The new resource allocation defaults (defined in init) means that dwarves stack resources far more efficiently into barrels than they used to. The net result is that the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the early game as opposed to logging half the map to supply containers for your precious [[booze]].<br />
<br />
== Advice ==<br />
<!-- General suggestions and philosophy --><br />
* Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.<br />
** (Well, really just one lose condition {all your Dwarfs die}, but many ways to accomplish it.)<br />
** Not a loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.<br />
** What about {Abandon Fortress}?<br />
** Arguably all funny unintended end of a fortress are 'win' because we're whores for despair and dystopia, and stop playing is 'losing'. Some other players argue it's exactly the opposite. This usually distinguishes between hardcore players, and hardcore-er players (no casual players stick with it long enough to argue either view).<br />
<br />
* Learn the {{L|controls_guide|controls}}. There are lots, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently. {{L|Efficient_gameplay|Efficient Gameplay}} offers some time-saving tips.<br />
<br />
* If your game is running slowly, learn how to {{L|Maximizing framerate|maximize your framerate}}. Perhaps try a 3x2 size embark.<br />
<br />
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than after crash having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.<br />
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/d_init.txt file.<br />
<br />
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.<br />
<br />
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default {{L|tilesets|tileset}}, your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.<br />
<br />
== Tips ==<br />
<!-- Little facts about the game to keep in mind --><br />
* Dwarves thrive on {{L|alcohol}}. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.<br />
* Dwarves also need {{L|food}}, obviously - and a good {{L|cook}} (and a nice dining hall) go a long way towards keeping your fortress happy.<br />
** Don't cook all your alcohol or all your {{L|seed}}s (or all the things that leave seeds). ({{k|z}} >> Kitchen).<br />
* Dwarves tend to get trapped easily. They like {{L|Digging#Dig_Priority|building and digging things from certain directions}}, so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.<br />
* Construction and combat are {{L|noise|noisy}}. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.<br />
* Workshops will become {{L|clutter|cluttered}} once they have 15 average goods in them (more for {{L|craft}}s, less for {{L|siege weapon}}s). Make stockpiles to receive the goods, and have ample {{L|hauler}}s, and/or more than one of a workshop that's likely to get cluttered.<br />
* {{L|Traps}} can help take care of invaders at no risk to your dwarves. Any fortress can build a <!-- tub style mechanical chicken plucker --> bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).<br />
* Having a dwarf with the Appraiser skill to be your {{L|broker}} will help a lot when {{L|trading}}. Otherwise, you can't see how much an item is worth.<br />
* {{L|Chain}}ing some {{L|dog}}s by your front door may deter thieves.<br />
* Remember that dwarves can be assigned new {{L|labor|jobs}} at any time. If your carpenter has died, your farmer can start making beds. (He won't be good at it, since he doesn't have the skill, but lowest-quality beds are better than sleeping on the ground.)<br />
* Idle carpenters? It's hard to have too many {{L|barrel}}s (or too many {{L|bin}}s... {{L|bed}}s for the next wave of {{L|immigrant}}s are pretty handy too). Idle masons? You can fit a lot of {{L|door}}s into your fortress, and buildings constructed from {{L|block}}s add value over rough stone.<br />
* Too many {{L|immigrant}}s? Don't know what to do with them? Have you started an {{L|military|army}} yet?<br />
* When setting a {{L|water}} source (for designated drinking zones) or a {{L|fishing}} zone, remember that only walkable tiles are valid - you need only mark the shore.<br />
* When in doubt, wall off the outside world and do soldier training for a year.<br />
<br />
== Tricks ==<br />
<!-- Specific little actions the users can take to make their lives better --><br />
* To find a dead dwarf, go under status ({{k|z}}), then select stock>>corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.<br />
<br />
* Don't like all the stone laying around? Instead of using a stone {{L|stockpile}} create a 1-square garbage {{L|zone}} and {{L|dump}} (d,b,d) the stone. Reclaim (d,b,c) the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop). Also use the mouse to paint which stones to dump.<br />
** {{L|miasma|Miasma}} from the garbage zone won't spread diagonally. Making your garbage dump a 1-tile room dug diagonally into a corner means you won't even need a door.<br />
<br />
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for {{L|bauxite}}) next to your workshop and close the dwarf in. Don't forget there's a z-axis, so make sure there aren't unwanted materials above/below your workshop.<br />
** Lock your {{L|gem setter}} in a room with some cut {{L|gem}}s and a {{L|stockpile}} set to gather quality {{L|furniture}}, so that he doesn't waste time (and valuables) encrusting stupid things like barrels.<br />
<br />
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood and refuse, or all hide inside for a siege, or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.<br />
<br />
* Hitting {{k|x}} when building a building (especially a cage) expands the list of items, so you can pick one with a specific {{L|quality}} (a nice bed for a noble's bedroom, or a cheap door for the garbage room).<br />
<br />
* If you're scanning the outdoors for your next swath of {{L|tree}}s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.<br />
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly {{L|sand}} spots scattered around on a sandy map.)<br />
<br />
* Build a walled {{L|statue}} garden outside your fortress so that your dwarves don't get {{L|cave adaptation}}. Or a protective wall around the outdoors well.<br />
** Also Equally Effective. In any central stairways dig up to the surface. Any dwarfs moving through that central stairway will receive there daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.<br />
***Although, keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways)<br />
* {{L|Trade}} for basic items like {{L|meat}} and {{L|wood}}. They're cheap, and it's easier than gathering them yourself.<br />
<br />
[[Category:Guides]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:D_init.txt&diff=135211v0.31 Talk:D init.txt2011-01-22T13:19:38Z<p>213.134.175.225: argghh</p>
<hr />
<div>How does the BABY_CHILD_CAP work exactly? There is a fixed number, but also a percentage. A percentage of what exactly? And how will it affect the total numbers of baby's and children? - [[User:Amras|Amras]]<br />
<br />
"This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress."<br />
<br />
FROM D_INIT.TXT! TEXT ABOVE SETTING! [[Special:Contributions/213.134.175.225|213.134.175.225]] 13:19, 22 January 2011 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Advanced_world_generation&diff=135195v0.31:Advanced world generation2011-01-21T17:08:12Z<p>213.134.175.225: +OR on volcanos</p>
<hr />
<div>{{quality|Exceptional|18:29, 1 December 2010 (UTC)}}{{av}} <br />
= Advanced Parameters =<br />
<br />
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.<br />
<br />
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.<br />
<br />
== Caverns Parameters ==<br />
<br />
=== Cavern Layer Number ===<br />
<br />
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer. Defaults to three.<br />
<br />
If this is 0 then you will not have Caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate.<br />
<br />
<br />
Example:<blockquote><br />
[CAVERN_LAYER_COUNT:3]<br />
</blockquote><br />
<br />
=== Layer Openness min\max ===<br />
<br />
Dictates the size of cavern passages. A low value will create a network of small tunnels (like the old 40d caves) while a high value creates large open caverns.<br />
<br />
Example:<blockquote><br />
[CAVERN_LAYER_OPENNESS_MIN:0]<br /><br />
[CAVERN_LAYER_OPENNESS_MAX:100]<br />
</blockquote><br />
<br />
=== Layer Passage Density min\max ===<br />
<br />
This determines how many passages form the cavern. If openness (see above) is set to minimum and density is set to maximum then you will get a maze like network of small criss-crossing passages. If density is reduced then there will be fewer passages. A high density can cause more open space because the passages will overlap. If you want the largest open spaces possible then increase the density and openness together.<br />
<br />
Example:<blockquote><br />
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]<br /><br />
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]<br />
</blockquote><br />
<br />
=== Layer Water min\max ===<br />
<br />
Determines how many caverns will have water at the bottom. Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.<br />
<br />
At 0, there will be no water in your caverns. This may impact future underground plant growth, although maps will still start with underground flora.<br />
<br />
Example:<blockquote>[CAVERN_LAYER_WATER_MIN:0]<br /><br />
[CAVERN_LAYER_WATER_MAX:100]<br />
</blockquote><br />
<br />
=== Magma Layer ===<br />
<br />
Magma sea 4-5 layers at the bottom of map.<br />
<br />
Value 1 forces magma layer, value 0 appears to prevent it.<br />
<br />Appears not have impact on volcanoes, nor vulcanism, so even if 0 there will still be emark locations with magma.<br />
<br />If a volcano exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.<br />
<br />(Unconfirmed whether magma layer still can occur if HFS exists in a specific embark tile, e.g. Temple).<br />
<br />
<br />
Example:<blockquote>[HAVE_BOTTOM_LAYER_1:1]<br />
</blockquote><br />
<br />
=== Bottom Layer ===<br />
<br />
Cavern below magma sea. <br />
If "yes" the "HFS" layer is always present.<br />
Defaults to "yes".<br />
<br />
<br />
If turned on, will force the magma layer above it.<br />
<br />(Unknown whether this has any impact on occurrence of HFS temple)<br />
<br />
<br />
Example:<blockquote>[HAVE_BOTTOM_LAYER_2:1]<br />
</blockquote><br />
<br />
=== Z Levels ===<br />
'''[Previous table clear as mud; this table murky pool.]'''<br />
<br />
Following table based on having 3 cavern layers. The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).<br />
<br />
<br />
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable"<br />
|-style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;" width="120"|Setting Name<br />
!style="border:1px #AAA solid;padding:0.2em;" width="200"|file tag<br />
!style="border:1px #AAA solid;padding:0.2em;"| Description<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Ground<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_GROUND<br />
|style="border:1px #AAA solid;padding:0.2em;"| The number of Z-Levels of air above the highest surface level.<br />Has no impact on how many Z-levels deep the surface layer is.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above layer 1<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_1<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_2<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of second cavern and very bottom of first cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 3<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_3<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of third cavern and very bottom of second cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 4<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_4<br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of earth between very highest magma and very bottom of third cavern.<br />Spoiler Hidden: <!-- Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine IF it was impacting the cavern previously. --><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_5<br />
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.<br />Spoiler Hidden:<!-- Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels --><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| At Bottom<br />
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_AT_BOTTOM<br />
|style="border:1px #AAA solid;padding:0.2em;"| Appears to be number of levels of HFS chamber.<br />Only valid if Bottom Layer present.<br />Often has no impact.<br />Values larger than default results in strange things.<br />
|-<br />
|}<br />
<br />
<br />
Some implications:<br />
* The number of surface layers (e.g. soil), at this time, can not be controlled. For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).<br />
* There can be multiple stone layers between the cavern and the surface. So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.<br />
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.<br />
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.<br />
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.<br />
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.<br />
* Very large values can cause strange things to happen. Even more true for small values.<br />
== Volcanoes ==<br />
=== Minimum Volcanism/Maximum Volcanism ===<br />
Setting minimum to high value is not a good way to produce multiple volcanoes ("Volcanism not evenly distributed" rejection).<br />
<br />
=== Minimum Volcano Number ===<br />
You want to use this.</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&diff=135038v0.31:Ghost2011-01-17T15:51:31Z<p>213.134.175.225: +bugs</p>
<hr />
<div>{{Buggy}}<br />
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}<br />
<br />
Ghosts are the wandering remnants of intelligent dead creatures (and dwarves). They have a chance of appearing if corpses are not properly {{L|coffin|buried}} or {{L|memorial|memorialized}}. They haunt their best friends and follow them around on the same tile, and may linger around areas they frequented in life. Even babies can become ghosts and there are current<sup>v31.18</sup> reports that dwarves can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up while dead].<br />
<br />
Ghosts appear to walk through walls and cannot be harmed by atom-smashing. They can be dismissed by burying the remains or by engraving rock slabs in memory of the deceased.<br />
<br />
<br />
{| width="75%" align="center"<br />
|+Types of Ghosts<br />
! scope="col" width="20%" | Type<br />
! scope="col" width="30%" | Cause<br />
! scope="col" width="50%" | Effect<br />
|-<br />
|Murderous Ghost<br />
|Berserk<br />
|Murders Dwarves.<br />
|-<br />
|Sadistic Ghost<br />
|Berserk<br />
|Batters Dwarves.<br />
|-<br />
|Violent Ghost<br />
|Berserk<br />
|Batters Dwarves.<br />
|-<br />
|Angry Ghost<br />
|Berserk<br />
|Batters Dwarves.<br />
|-<br />
|Moaning Spirit<br />
|???<br />
|Troubles one unfortunate dwarf at a time.<br />
|-<br />
|Howling Spirit<br />
|???<br />
|Makes sleeping difficult.<br />
|-<br />
|Secretive Poltergeist<br />
|???<br />
|''Misplaces'' Items.<br />
|-<br />
|Energetic Poltergeist<br />
|???<br />
|Topples furniture, such as chairs.<br />
|-<br />
|Troublesome Poltergeist<br />
|???<br />
|???<br />
|-<br />
|Restless Haunt<br />
|Troubled life history.<br />
||Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.<br />
|-<br />
|Forlorn Haunt<br />
|???<br />
|Drifts around place of death and frequented locations.<br />
|}<br />
<br />
== Bugs ==<br />
Ghost names that can't be engraved on a slab and nameless slab engravings. {{bug|3708}}<br />
Ghost may cause big FPS problems. {{bug|3651}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Danger_room&diff=134997v0.31:Danger room2011-01-16T10:21:23Z<p>213.134.175.225: information about bug report</p>
<hr />
<div>{{av}}<br />
{{Quality|Fine}}<br />
<br />
"Danger room" is a term used to describe a place your dwarves go to be continually poked by active {{l|Trap#Upright Spear/Spike|upright spear traps}}. This serves two purposes: first, it trains your dwarves in {{l|Combat_skill#Equipment_skills|Armor User skill}}, {{l|Combat_skill#Equipment_skills|Shield User}}, {{l|Combat skill|Dodger}}, {{l|Combat skill|Fighter}} and to some extent also {{l|Combat_skill#Weapon_skills|weapons skills}} (if they manage to block attacks with them). Second, in case of injury, it helps you keep your {{l|doctor}}s' skills from rusting. Reported as {{bug|3855}}<br />
<br />
== Loadout ==<br />
The first design challenge is to provide the proper level of lethality. An upright spear trap can be armed with 1 to 10 spears or menacing spikes. '''Be careful what you load these traps with.''' Use training spears, not actual spears. One to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.<br />
<br />
== Access control ==<br />
The second design challenge is access control. If you want your entire fortress to <strike>spank</strike> face these perils, then put the traps in a major hallway. If only you want your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go.<br />
<br />
== Triggers ==<br />
The third challenge is providing an appropriate triggering frequency. Some signal must be sent to raise and lower the spikes while the dwarves are on them. This can be accomplished by hooking the traps to a {{l|lever}} or {{l|pressure plate}}, or by using a {{l|repeater}}. If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.<br />
<br />
== Results ==<br />
The idea is that as dwarves stand on the trapped tiles, every time the spikes come out of the ground due to the trap being activated, they gain skills in whatever stops it - armor if their armor deflects it, weapon if they block it with their weapon, shield for shield, and dodging if they jump out of the way.<br />
<br />
== Caveats ==<br />
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spear traps cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. <br />
<br />
To deal with the babies, you can either avoid recruiting females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.<br />
<br />
==Further exploitation of danger rooms==<br />
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.<br />
<br />
It's also possible to train {{l|Swimmer|swimming}}, by arranging a means of flooding your danger room and locking your military within.<br />
<br />
{{Military v0.31}}<br />
{{Category|Military}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Toggle_engravings&diff=134996v0.31:Toggle engravings2011-01-16T10:16:16Z<p>213.134.175.225: -useless part</p>
<hr />
<div>"Toggle engravings" is one of the options on the designations menu. It hides engravings on walls and floors.<br />
<br />
This is very useful if you engraved the floor of a large room and are getting confused with determining dwarves from engravings of dwarves.</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Grackle&diff=134921v0.31:Grackle2011-01-14T08:27:44Z<p>213.134.175.225: Rated article "Exceptional" using the rating script</p>
<hr />
<div>{{quality|Exceptional|08:27, 14 January 2011 (UTC)}}{{VerminInfo|name=Grackle|symbol=・|color=0:0:1|biome= * {{L|Temperate}} {{l|grassland}}<br />
* Temperate {{L|savanna}}<br />
|spring=1|summer=1|autumn=1|winter=1}}<br />
{{av}}<br />
:''A small gregarious bird, blue and black with yellow eyes, found in temperate pastures.''<br />
<br />
A '''Grackle''' is a small gregarious bird with a raucous call. It has a distinct blue and black iridescent plumage with yellow eyes, and is found in {{L|Temperate|temperate}} {{L|Grassland}}s and {{L|Savanna}}s. It is a diurnal bird meaning it comes out mainly during the day. It is important to note that as of the current version all birds are also capable of swimming, in addition to the more obvious flying ability. Its young are called Grackle hatchlings and they are born one at a time. Since the Grackle is considered a {{L|vermin}} it is not butcherable by default. However it can be caged and made into a {{L|pet}} with a value of 30{{L|Currency|☼}}. When slain it leaves behind a small pile of {{L|Refuse|remains}}.<br />
<br />
Has two attack types, bite and scratch, with bite being the main attack and scratch being secondary. Both attacks are considered edged and it can latch onto its opponent with the bite attack.<br />
<br />
<gallery><br />
File:Quiscalus-quiscula-001.jpg|Admired for its raucous calls.<br />
</gallery><br />
<br />
{{gamedata}}<br />
{{vermin}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Wild_strawberry&diff=134912v0.31:Wild strawberry2011-01-13T20:38:02Z<p>213.134.175.225: Rated article "Fine" using the rating script</p>
<hr />
<div>{{quality|Fine|20:38, 13 January 2011 (UTC)}}{{Crop|color=4:0:0|seed_color=0:0:1|character=:|name=Wild strawberry<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol={{L|Strawberry wine}}<br />
|rarity=Common<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Not freezing (Dry)<br />
|uses=<br />
* {{L|Food}}<br />
* {{L|Alcohol}}}}<br />
{{av}}<br />
<br />
'''Wild strawberries''' are an {{L|above ground|above-ground}} {{L|crop}}. They can be {{L|plant gathering|gathered}} nearly anywhere, and are common items when {{L|trading}} with non-dwarven {{L|caravan|caravans}}. They can be {{L|food|eaten raw}}, {{L|cooking|cooked}}, or {{L|brewing|brewed}} into {{L|Strawberry wine}}.<br />
<br />
{{gamedata}}<br />
{{Plants}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Flux&diff=134909v0.31:Flux2011-01-13T18:39:31Z<p>213.134.175.225: Rated article "Exceptional" using the rating script</p>
<hr />
<div>{{quality|Exceptional|18:39, 13 January 2011 (UTC)}}{{av}}<br />
{{L|Stone}}s which are classified as '''flux''' materials can be used in the creation of {{L|pig iron}} and {{L|steel}} at a {{L|smelter}}. All flux has a material {{L|value}} of 2, which is twice that of common stone (material value 1), making it preferable for {{L|workshop}}s, {{L|construction}}, and most all stone products. ''(Only {{L|obsidian}} and some higher-value {{L|ore}}s have a higher material value for stonework.)''<br />
<br />
Note that {{L|block}}s made out of flux materials ''cannot'' be used in the production of pig iron or steel.<br />
<br />
The following stones fall under this reaction class:<br />
<br />
:* {{Raw Tile|"|7:7:1}} {{Raw Tile|•|7:1}} {{L|Calcite}} <br />
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} {{L|Chalk}}<br />
:* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} {{L|Dolomite}}<br />
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Limestone}}<br />
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Marble}}<br />
<br />
All flux stones form {{L|layer}}s, except for {{L|calcite}}, which exists as small clusters within other flux layers. Therefore, whether or not a site has flux can be determined from the pre-embark screen. {{L|Limestone}}, {{L|dolomite}} and {{L|chalk}} form {{L|sedimentary}} layers, which can have large deposits of {{L|iron}}-bearing ore. {{L|Marble}} is a {{L|metamorphic layer}}, so it can be found within almost any {{L|biome}}; notably, marble can be found in the same biome as {{L|igneous extrusive layer}}s (i.e. near {{L|volcano}}es), unlike sedimentary layers.<br />
<br />
=== Trading for flux ===<br />
<br />
If your map has no flux on it (which is a common situation), then you can request it from the {{L|dwarf|dwarven}} traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order (flux material) ''stone'', which is in the material section, since you can't use flux'' blocks'' to create steel.<br />
<br />
:* If you are able to bring flux stone at {{L|embark}}, you will be able to request it from the {{L|caravan}} in meetings with the {{L|liaison}} (as with pretty much everything else), but they aren't likely to bring much, generally 3 or 4 stones of each type. Your {{L|steel}} industry may be better served by requesting steel bars directly or by buying up everything they have that's made of steel, especially toys, instruments, and crafts, and {{L|melt}}ing it all down.<br />
<br />
----<br />
<br />
See also:<br />
:* {{L|steel}}<br />
:* {{L|pig iron}}<br />
{{Category|Materials}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Wood&diff=134841v0.31:Wood2011-01-10T23:39:27Z<p>213.134.175.225: Undo revision 134840 by 152.14.239.228 (Talk) -useles dots (like 1.250)</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional}}<br />
<br />
'''Wood''' is produced by {{L|designation|{{Key|d}}esignating}} {{L|tree|{{Key|t}}rees}} to be chopped down. Any {{L|dwarf}} with the {{L|wood cutting}} {{L|labor}} enabled and access to a {{L|battle axe}} will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.<br />
<br />
<br />
"'''Timber'''" is the name of the ninth month of the dwarven {{L|calendar}}, covering late Fall.<br />
<br />
==Growing==<br />
<br />
{{L|Tree}}s start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Saplings will randomly appear in appropriate outdoors {{L|soil}} and {{L|mud}}dy underground areas (underground areas will only start to sprout saplings once you have hit the {{L|caverns}}) to provide a slow (but steady) supply of wood. Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.<br />
<br />
==Sources==<br />
<br />
Besides cutting down trees, wood (and some wooden goods, such as {{L|barrel}}s) is often available from the {{L|elf|elven}}, {{L|dwarf|dwarven}} and {{L|human}} {{L|caravan}}s. Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your {{L|wood industry}}. The {{L|wagon (embark)|wagon}} you start the game with can also be dismantled for three logs.<br />
<br />
==Considerations==<br />
<br />
===Reasons you need wood===<br />
*To build {{L|bed}}s<br />
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground<br />
*To build {{L|water wheel}}s and {{L|windmill}}s, as well as {{L|axle}}s<br />
**Without wood, you cannot generate ''or'' transfer {{L|power}}.<br />
*To build {{L|siege engine}}s and ballista bolts<br />
**These can be very effective defenses when traps fail.<br />
*If you want {{L|obsidian}} {{L|short sword}}s, they require one obsidian stone and one wood each (these swords likely consist of a wooden hilt with an obsidian blade or, as a more exotic alternative, a thin wooden "paddle" with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).<br />
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed. Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using {{L|magma}} to fuel your {{L|smelter}}s and {{L|forge}}s and have access to {{L|bituminous coal|bituminous coal}} and {{L|lignite|lignite}}).<br />
*To be burnt for {{L|ash}}, which is used in {{L|Glass_industry|glass making}}, {{L|Soap|soap making}} and for fertilizing crops.<br />
<br />
===Reasons you want wood===<br />
*It is simpler to make items from wood.<br />
**For instance, it only takes one log to produce a {{L|bin}}, {{L|barrel}}, {{L|bucket}}, or {{L|cage}}; but if you forge them instead then they'll take three metal bars. (In version 31.14 metal items seem to take only 1 bar)<br />
*All metalworks ({{L|smelter}}s, {{L|forge}}s) and {{L|glass}}works are either coal-fueled or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or {{L|magma}} (and {{L|charcoal}} or {{L|bituminous coal|coal}} for {{L|steel}}).<br />
*Wooden training {{L|weapon}}s are useful for reducing {{L|sparring}} injuries among your military dwarves (and to get military training started shortly after embark should you feel the need).<br />
*{{L|Crossbow}}s can be made from wood (or bone) and may be preferred if you have a skilled {{L|bowyer}} but not a skilled {{L|weaponsmith}}.<br />
<br />
===Reasons you don't need much wood===<br />
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.<br />
*Once you have {{L|magma}} then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce {{L|charcoal}} for {{L|steel}}. If you have both, you don't need wood to produce metal or steel products.<br />
**({{L|Bituminous coal}} ''without'' magma triples the effective output of wood, {{L|lignite}} doubles it.)<br />
<br />
==Weight==<br />
Every different type of log (chestnut, ash, maple, tower cap, etc.) is functionally identical except for their weight. The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate {{L|tree}}. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron. Feather tree wood is extremely light, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. However, since average wood is relatively light to begin with, with the possible exception of wood {{L|hauling}}, this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;"| Wood Type<br />
!style="border:1px #AAA solid;padding:0.2em;"| Density<br />
!style="border:1px #AAA solid;padding:0.2em;"| Color<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Ash}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 620<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Saguaro}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Oak}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 700<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Maple}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 755<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Chestnut}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Candlenut}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Palm}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Rubber tree|Rubber}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Alder}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 410<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Birch}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 670<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Black-cap|Black-Cap}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 650<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''Black'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Acacia}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Cacao tree|Cacao}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Cedar}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 380<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Feather tree|Feather Tree}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 100<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:gray">White</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Fungiwood}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:yellow">Yellow</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Glumprong}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 1200<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:purple">Purple</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Goblin-cap}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:red">Red</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Highwood}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Kapok}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Larch}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 590<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Mahogany}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Mango}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Mangrove}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Nether-cap}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 550<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:darkblue">Dark Blue</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Pine}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 560<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Spore tree|Spore}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:turquoise">Turquoise</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Tower-cap}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:gray">White</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Tunnel tube|Tunnel Tube}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:magenta">Magenta</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Willow}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 420<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:brown">Brown</span>'''<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{L|Blood thorn}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| 1250<br />
|style="border:1px #AAA solid;padding:0.2em;"| '''<span style="color:darkred">Dark Red</span>'''<br />
|}<br />
<br />
== Biomes ==<br />
*{{L|Temperate}} forest<br />
*{{L|Tropical}} forest<br />
*{{L|Taiga}}<br />
*{{L|Flatland}}<br />
*{{L|Swamp}}<br />
*{{L|Desert}}<br />
<br />
<br />
'''See also:'''<br />
:* {{L|Wood Industry}}.<br />
<br />
{{Wood FAQ}}<br />
<br />
{{Category|Materials}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&diff=134177v0.31:Release information2010-12-29T12:29:49Z<p>213.134.175.225: /* Links */ -dead link</p>
<hr />
<div>{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}<br />
<br />
This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.<br />
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress. The page links to currently existing pages which either have been or will need to be modified to list new details from the new version. It also lists to pages about entirely new subjects introduced in this version, such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.<br />
<br />
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&hl=en&pli=1 google docs file] by SirPenguin about the upcoming release.<br />
<br />
== Newer Release informations ==<br />
<br />
For Bug Fixes of newer Versions please follow the links below.<br />
* {{L|Release information/0.31.02}}<br />
* {{L|Release information/0.31.03}}<br />
* {{L|Release information/0.31.04}}<br />
* {{L|Release information/0.31.05}}<br />
* {{L|Release information/0.31.06}}<br />
* {{L|Release information/0.31.07}}<br />
* {{L|Release information/0.31.08}}<br />
* {{L|Release information/0.31.09}}<br />
* {{L|Release information/0.31.10}}<br />
* {{L|Release information/0.31.11}}<br />
* {{L|Release information/0.31.12}}<br />
* {{L|Release information/0.31.14}}<br />
* {{L|Release information/0.31.15}}<br />
* {{L|Release information/0.31.16}}<br />
* {{L|Release information/0.31.17}}<br />
* {{L|Release information/0.31.18}}<br />
<br />
== Behind the scenes ==<br />
<br />
=== Materials ===<br />
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.<br />
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.<br />
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the color of the wood.<br />
* Material breath [[weapons]] are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.<br />
* Small amounts of certain {{l|materials}} ({{l|blood}}, snow, etc.) can accumulate in a tile.<br />
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of gold.<br />
** This also works for {{l|materials}} such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.<br />
* {{l|Weapons}} and {{l|armor}} now use various "real world" {{l|attributes}} to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:<br />
** '''{{l|Density}}'''<br />
** '''{{l|Impact/shear yield}}'''<br />
** '''{{l|Impact/shear fracture}}'''<br />
** '''{{l|Impact/shear elasticity}}'''<br />
** '''{{l|Edge}}'''<br />
<br />
see '''{{L|Material science}}''' for an explanation of what the yield/fracture/elasticity terminology means.<br />
<br />
* {{l|Mechanisms}} can be constructed out of more than stone, and more materials are {{l|magma-safe}}, resulting in {{l|magma}} being easier to handle.<br />
<br />
=== {{l|raw file|Raws}} ===<br />
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.<br />
** These include the {{l|Noble|new military positions}} (General/Lieutenant/Captain/Militia Commander/Militia Captain).<br />
* {{l|Attribute|Attributes}} have also moved into the {{l|raw file|raws}}, allowing you set all sorts of values such as how fast an attribute increases.<br />
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raw file|raws}}.<br />
** Some {{l|raw file|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.<br />
* A {{l|region}}'s raw files are now stored in their respective {{l|save}} folder.<br />
<br />
=== The d# series (Not implemented in first release)=== <br />
* Translucent {{l|tilesets}} are supported, using PNG.<br />
* The DF window can be resized on the fly.<br />
* The grid size is autogenerated on startup; such {{l|init.txt|init.txt settings}} are ignored.<br />
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.<br />
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)<br />
* The keyboard input system has been totally rewritten:<br />
** You can bind multiple {{l|Key bindings|keys}} to one command.<br />
** You can create keyboard {{l|macros}}.<br />
** Input bindings are divided into sections.<br />
* Lots of bugfixes and performance improvements.<br />
<br />
=== Arenas ===<br />
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.<br />
* The Arena is accessed via a special mode that has to be turned on in the init file.<br />
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.<br />
** [[Items]] can be made out of any of the current logical [[materials]]<br />
* You can also assign them to teams or have them go at it solo<br />
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]<br />
* You can also edit the layout of the arena by adding or removing water and magma and so on.<br />
<br />
=== World Generation ===<br />
* Island-type worlds are now the default choice<br />
* An (incomplete) XML dump option of a world is now available.<br />
<br />
=== Controlling which announcements pause and recenter ===<br />
<br />
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause. For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.<br />
<br />
== [[Combat]] ==<br />
<br />
=== [[Squads]] ===<br />
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].<br />
* '''[[Captains]]''' can be appointed under your '''[[General]]''' and lead [[squads]].<br />
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found.<br />
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.<br />
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.<br />
* "Lord" [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.<br />
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.<br />
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].<br />
* [[Sparring]] has been redone. One such change is the addition of [[Combat Drills]].<br />
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).<br />
** Even slightly skilled [[dwarves]] can teach people below them.<br />
** There are also instructor monitored drill and [[sparring]] sessions.<br />
** "They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah. They can also teach general close-quarters/ranged [[combat]] principles."<br />
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.<br />
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.<br />
* Squad selection/[[orders]] now can occur in real time.<br />
* The [[military]] menu has been entirely redone.<br />
* You can issue [[orders]] to several [[squads]] at once or several individuals across different squads.<br />
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.<br />
* You can give [[squads]] nicknames if you wish.<br />
** You can also give your [[barracks]] nicknames to help keep them separated.<br />
<br />
=== Squad [[Equipment]] ===<br />
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses<br />
* You can now establish "'''[[uniforms]]'''" for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all soldiers in a squad to wear.<br />
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.<br />
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).<br />
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.<br />
** [[Equipment]] can be stored in squad boxes.<br />
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and [[wood]]en bolts for [[training]]. [[Squads]] will maintain such ammo counts on their own.<br />
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.<br />
** You have similar control over [[Hunter]] [[ammo]].<br />
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.<br />
* [[Dwarves]] can handle any [[weapon|weapons]] now (they are not limited to the 6 weapons allowed in previous versions). <br />
** [[Blowdart]] [[squads]] confirmed.<br />
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].<br />
** They can also become attached to [[items]] and will refuse upgrades.<br />
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].<br />
* [[Items]] can become "named" - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.<br />
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their quiver if they can help it.<br />
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).<br />
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.<br />
* 1/3 of [[dwarves]] have a "favored" weapon.<br />
<br />
=== [[Weapons]] and [[Armor]] ===<br />
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]<br />
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].<br />
* Armor [[skill]] and quality of the [[armor]] increases your "deflection" roll, which alters the effective force of an attack.<br />
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine damage.<br />
* The swing velocity of a [[hammer]] is determined by the strength and weight of the hammer itself, among other things.<br />
* Woven/Chain [[items]] have a "structural elasticity" property (compared to [[plate]]/scale).<br />
<br />
=== Attacks ===<br />
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.<br />
* Small [[creatures]] are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old [[version]].<br />
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.<br />
** Multiple small attacks will have a cumulative effect.<br />
* "I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a dragon covered with the grammatically-in-progress "lion [[melted]] [[fat]] spatter"."<br />
* Attacks take into account the position and relative nature of the body. Attacks won't "loopity-loop" through the body.<br />
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].<br />
** Stuck-ins also transfer temperature.<br />
* Ranged damage has been nerfed, in addition to [[bolts]] making "logical" paths now. The firing rate remains the same.<br />
* There's now a notion of a "squared shot", in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as [[axe]]s/[[sword]]s not lopping everything off every time you swing.<br />
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.<br />
* [[Toady]] on the path of the force of an attack: "The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes."<br />
* Attacks can pass through a [[wound]] sufficiently large enough.<br />
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.<br />
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] armor would prove to be more effective.<br />
* "Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code. When I fix that, KOs may or may not be a parameter. Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]]. It might as well be a thrown stone of the solid. Solid breath can also be an undirected dust puff (also accidental knockouts)."<br />
<br />
== [[Creatures]] (general) ==<br />
<br />
=== [[Attributes]]/[[Skill]]s ===<br />
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:<br />
** Body:<br />
*** '''[[strength]]'''<br />
*** '''[[agility]]'''<br />
*** '''[[toughness]]'''<br />
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.<br />
*** '''[[recuperation]]''' - somebody suggested "resilience". i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.<br />
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.<br />
** '''[[soul]]''':<br />
*** '''[[analytical ability]]''' - thinky stuff.<br />
*** '''[[memory]]''' - remembery stuff.<br />
*** '''[[creativity]]''' - being able to make up neat stuff.<br />
*** '''[[intuition]]''' - being able to get stuff.<br />
*** '''[[focus]]''' - being able to get into stuff.<br />
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.<br />
*** '''[[patience]]''' - being able to handle not doing stuff.<br />
*** '''[[spatial sense]]''' - sense of surrounding stuff.<br />
*** '''[[kinesthetic sense]]''' - sense of own stuff.<br />
*** '''[[linguistic ability]]''' - all of the wordsy stuff.<br />
*** '''[[musicality]]''' - musicky stuff.<br />
*** '''[[empathy]]''' - being able to feel other peoples' stuff.<br />
*** '''[[social awareness]]''' - being able to manage and handle social stuff.<br />
<br />
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.<br />
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].<br />
* [[Attributes]] and [[skill]]s can now "'''[[Skill rust|rust]]'''" if the attribute/skill is unused for a long period of time. The more rust the skill or attribute has, the less effective it is, and high enough rust will actually "delevel" the ability. Rust can be worked off by simply using the attribute or skill in question.<br />
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.<br />
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning skills easier.<br />
* [[Creatures]] now have a "'''[[situational awareness]]'''" [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.<br />
* The [[wrestling]] [[skill]] has been split into the following skills:<br />
** '''[[Wrestling]]'''<br />
** '''[[Dodging]]'''<br />
** '''[[Grasp strikes]]'''<br />
** '''[[Stance strikes]]'''<br />
* There are also general '''melee''' and '''range attack''' [[skill]]s (which help with [[combat]] rolls but are separate from "axe mastery", etc.)<br />
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.<br />
* "Ceilings of [[attributes]] are a percentage of the starting value. So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 dwarf might attain 1500."<br />
<br />
=== Appearances ===<br />
[[Image:DF2010_2.png|thumb|400px|The new description window]]<br />
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.<br />
** These are visible in [[adventurer]] mode as well.<br />
** Different [[color]] patterns are also available, like striped or mottled.<br />
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter creatures can last without [[food]] longer.<br />
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].<br />
** [[Fat]] [[creatures]] also move slower.<br />
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.<br />
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.<br />
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].<br />
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.<br />
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|beards]]!<br />
** On a more startling note - so do [[elves]]!<br />
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.<br />
<br />
=== Bodies ===<br />
* Tissues now come in [[layer]]s. You must bypass a layer to reach one below it. Some layers are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)<br />
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)<br />
* '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.<br />
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.<br />
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.<br />
* You can also have hollow body parts, perhaps filled with air or other [[materials]].<br />
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.<br />
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)<br />
* [[Creatures]] also now have tendons and ligaments, and are made from the "sinew" [[material]].<br />
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.<br />
** [[Fat]] affects such things as insulation, speed, etc.<br />
** Strength also increases muscle [[size]]. Both have an effect on a creature's total size.<br />
* Guts are realistically [[color]]ed - crazy stuff!<br />
* It is now possible to "flay" a creature. Have fun!<br />
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. <br />
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.<br />
<br />
=== [[Thoughts]] ===<br />
* "[[Thoughts]]" of a [[dwarf]] have been redone. The new screen includes their current thoughts, age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.<br />
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.<br />
* [[Dwarves]] now have '''[[mannerisms]]''', such as "always scratches his head when he's trying to remember something", "laughs at his own jokes" or "talks to herself whenever she's bored". There are 65 types with 3-5 situation qualifiers.<br />
<br />
== [[Fortress Mode]] ==<br />
<br />
=== Organization ===<br />
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign dwarves to them. Dwarves will only use [[workshops]], rooms, etc. in burrows they are assigned to.<br />
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting "emergency" [[zones]] for [[civilian]]s to flee to, etc.<br />
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a burrow they know enough to stop what they're doing and head towards it to defend it.<br />
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.<br />
* There are now "code generated" positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)<br />
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.<br />
* There's a difference between sleeping [[barracks]] (known as a [[Dormitory]]) and squad barracks.<br />
* Liaisons will be generated from scratch if they die.<br />
<br />
=== [[Workshops]] ===<br />
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]<br />
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]<br />
* [[Statues]] and figurines now have art associated with them.<br />
** "[[Statues]] of specific [[dwarves]] get the dwarf's name right in the item name."<br />
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].<br />
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].<br />
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.<br />
** These include dragon tooth [[rings]] and ivory [[crown]]s.<br />
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.<br />
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.<br />
<br />
=== [[Alerts]] and [[Announcements]] ===<br />
* The alert statuses (i.e., "Stay Indoors") has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a "[[Underground]] Attack" alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.<br />
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.<br />
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).<br />
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read.<br />
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.<br />
** They are also timestamped.<br />
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.<br />
<br />
=== Trading ===<br />
* Caravans can now bring sand and glass!<br />
* Also flasks, waterskins, quivers and backpacks.<br />
<br />
== [[Healthcare]] ==<br />
<br />
=== Doctors, hospitals, and how to cure what ails you ===<br />
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]<br />
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these zones (beds, tables, boxes) allow for hospital use.<br />
** They also use a new item, called a '''[[traction bench]].'''<br />
* '''[[Doctors]]''' can "prescribe" treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.<br />
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.<br />
** The system where [[dwarves]] heal on the [[season]] change is gone.<br />
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.<br />
** '''[[Sutures]]''' make [[wound]]s heal faster.<br />
** Sutures can be ripped out in [[combat]], causing pain/bleeding.<br />
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.<br />
** '''[[Casts]]''' are also in.<br />
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.<br />
** As such, [[soap]] has a use now, which deserves its own bullet point.<br />
* You can appoint a "'''[[Chief medical dwarf]]'''" to handle the various medical information, which requires the "'''[[Diagnosis]]'''" [[skill]].<br />
** What type of various medical information? "unit [[wound]]s/status/required treatments/medical history, etc." - Think of it like the [[bookkeeper]].<br />
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.<br />
* "Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes."<br />
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.<br />
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one "thread" item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.<br />
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.<br />
* "[[Healthcare]]" as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new skills.<br />
** There are different type of doctors associated with the [[skill]]s.<br />
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.<br />
<br />
=== [[Wound]]s and [[injuries]] ===<br />
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.<br />
** The above also allows for scars.<br />
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.<br />
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.<br />
* Tissue [[layer]]s can boil off when exposed to extreme heat.<br />
* Phantom pains are gone.<br />
* You can [[damage]] a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.<br />
* Partial and compound fractures are now possible.<br />
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. Bones can also [[pierce]] [[layer]]s, like having bone sticking out of your [[skin]].<br />
* Guts are under [[pressure]] and can pop out of a [[wound]].<br />
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).<br />
* "There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly."<br />
<br />
=== Poisons ===<br />
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.<br />
* Poisons can be contacted, injected, or inhaled.<br />
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.<br />
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].<br />
<br />
== The Underground ==<br />
<br />
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]<br />
<br />
=== Underground Features ===<br />
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.<br />
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 layers.<br />
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.<br />
** They also show up on the legends screen.<br />
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.<br />
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.<br />
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).<br />
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.<br />
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.<br />
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. <br />
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile flood (flags are kept when the flood got out to 30, roughly), it'll flood out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.<br />
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).<br />
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.<br />
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.<br />
<br />
=== [[Critter]]s (normal and animalman-y) ===<br />
* Underground [[animal-people]] can use crude [[weapons]] and mounts now.<br />
** [[Batmen]] could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!<br />
** Their goal is to cause as much havoc as they can before sneaking back home.<br />
* Underground [[critter]]s are "drawn" from a large population that is off site. They will replenish their population so long as a cavern has an open "edge" allowing them to spawn in.<br />
* The above, coupled with other changes, allows for the possibility of never-ending attacks.<br />
* [[Antmen]] now have creature castes which separate them, including queens.<br />
** There are also [[antmen]] nests to worry about.<br />
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.<br />
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.<br />
<br />
=== [[Critter]]s (random beasts) ===<br />
* Random [[critter]]s are now possible. They come in two flavors: "'''[[Titans]]'''", which are above ground and serve as megabeasts, and "'''[[Forgotten Beasts]]'''", who live [[underground]]<br />
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.<br />
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. <br />
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. <br />
** Dinosaur types (?!) are also now possible<br />
*** They have feathers to boot<br />
* These are seen as the ultimate challenge of the game<br />
<br />
=== [[Hidden Fun Stuff]] ===<br />
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.<br />
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).<br />
<br />
== The World ==<br />
<br />
=== [[Civilizations]] ===<br />
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be "traditional" rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.<br />
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.<br />
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.<br />
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].<br />
* Leaders of [[civilizations]] can now own "pets" - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.<br />
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.<br />
* '''[[Priests]]''' are back.<br />
<br />
=== [[World Generation]] ===<br />
* "I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom."<br />
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.<br />
<br />
=== [[Megabeasts]] (general and [[Titans]]) ===<br />
* [[Megabeasts]] aren't pushovers in worldgen anymore, and have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.<br />
* [[Titans]] in good areas will be benign/neutral to [[creatures]].<br />
<br />
== Bugs ==<br />
Please add bugs to {{L|Known bugs and issues}}. Please do not add them to this page.<br />
<br />
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&diff=134137v0.31:Utilities2010-12-28T15:06:18Z<p>213.134.175.225: /* 3D Visualizers */</p>
<hr />
<div>{{Quality|Exceptional}}{{av}}<br />
Please only list utilities that are known to work with the newest version here.<br />
<br />
:''You may also be like to see the [[Tileset repository]] or [[Graphics set repository]].''<br />
<br />
Here are third party applications useful for Dwarf Fortress players and modders.<br />
__TOC__<br />
<br />
==Dwarf Fortress filesharing services==<br />
<br />
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
=== [http://mkv25.net/dfma/ DF Map Archive] ===<br />
<br />
* http://mkv25.net/dfma/<br />
<br />
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them. <br />
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.<br />
<br />
=== DF Map Compressor ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)<br />
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format. It can also export the maps to PNG format. <br />
<br />
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. The web site is currently not accessible. Extract from the website :<br />
<blockquote><br />
"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
</blockquote><br />
<br />
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:<br />
<blockquote><br />
"It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.<br />
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5<br />
* Mono: http://www.mono-project.com/"<br />
</blockquote><br />
<br />
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:<br />
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it. If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6. [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.<br />
:2. export your map from Dwarf Fortress (Esc -> Export Local Image)<br />
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].<br />
:4. open the terminal, navigate to the DF Map Compressor folder and type:<br />
mono DwarfFortressMapCompressor.3.3.4.exe<br />
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')<br />
:6. follow the on screen instructions<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] (outdated! works with v0.31.16) ===<br />
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]<br />
''by Jonask, Solifuge, Kaypy and Japa''<br />
<br />
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.<br />
<br />
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].<br />
<br />
Stonesense is now in version 2.2 Slate, supports v0.31.16 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.2.zip Download]<br />
<br />
=== [[Utility:Overseer|Fortress Overseer]] ===<br />
''by thewonderidiot and sexymustard''<br />
<br />
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].<br />
<br />
== Interface tools ==<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===<br />
<br />
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.<br />
<br />
Main article here: [[Dfterm2]].<br />
<br />
== Game manipulation tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
The standalone Reveal utility is obsolete due to missing source code. [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.<br />
<br />
<font size=-2>Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all "unexplored" or "undug" tiles of the map (in fortress mode). To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read "will")'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more). '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.<br />
</font size><br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===<br />
<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. <br />
<br />
Version 0.6.7 is out (November 30, 2010). This version supports DF builds up to 0.31.18<!--, although information on patches for newer versions can be found below-->.<br />
<br />
''NOTE'': This project is currently seeking a new maintainer.<br />
<br />
New dedicated support forum: http://code.google.com/p/dwarftherapist/<br />
<br />
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt<br />
<br />
<!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--><br />
<br />
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===<br />
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0<br />
<br />
Version 0.1.7 is out for Windows, currently supporting 0.31.16. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!<br />
<br />
* Windows: http://dffd.wimbli.com/file.php?id=2538<br />
* Linux: to follow (the windows one is reported to work fine under wine though)<br />
<br />
"A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time." - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===<br />
<br />
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. Releases support versions up through 0.31.18 (as of Dec, 2010).<br />
<br />
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].<br />
<br />
=== DFhack tools for DF 2010 ===<br />
==== dfcleanmap ====<br />
Cleans all the bloodsmears that get scattered all over the map.<br />
==== dfliquids ====<br />
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.<br />
<br />
Use like this:<br />
<br />
game: place 'k' cursor on the tile or on the upper left corner of the area to manipulate.<br />
<br />
tool: enter 'range' in the tool and specify width and height of the rectangle.<br />
<br />
<br />
- remove water<br />
<br />
'w'<br />
'0'<br />
's-'<br />
<ENTER><br />
<br />
- create obsidian wall (only works for a single tile, even if a range is specified)<br />
<br />
'o'<br />
'1'<br />
's.'<br />
<ENTER><br />
<br />
note that previously existing water or magma still stays at this spot.<br />
<br />
- create magma<br />
<br />
'm'<br />
'7'<br />
's+'<br />
<ENTER><br />
<br />
==== dfprospector ====<br />
Lists all available minerals on the map and how much of them there is.<br />
==== dfreveal ====<br />
Pauses the game and reveals the whole map, then unreveals it afterwards (unless you press Ctrl+C). Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.<br />
<br />
==== dfvdig ====<br />
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)<br />
<br />
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===<br />
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. <br />
<br />
=== [[Utility:DwarfScript|Dwarf Script]] ===<br />
Dwarf Script is a program and allows you to manipulate DF's memory using a script.<br />
<br />
<br />
== Fortress layout tools ==<br />
<br />
=== [http://sun2design.com/quickfort/ Quickfort] ===<br />
<br />
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments.<br />
<br />
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===<br />
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool. It enables you to work out your designs before you start to build, and even see how they look in 3-D.<br />
It's written in C with SDL, and both Linux and Windows builds are available. The source code is freely available under the GPL.<br />
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===<br />
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===<br />
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.<br />
<br />
=== [http://www.irritablegourmet.com/dwarf/index.htm Quickfort Mapping Tool] ===<br />
Quickfort Mapping Tool is a simple to use web app for creating Quickfort blueprints graphically.<br />
<br />
== Modding tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===<br />
WYSIWYG editor for designing the raws for a custom workshop.<br />
(Not all raws, just the tiles and colors) Lets you see how it will look at each stage of construction. Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.<br />
<br />
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===<br />
A program which uses text files to automatically change/update raw files. Makes installation of mods easier. However at this time, the documentation is a little confusing and makes creating mods harder for beginners. [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===<br />
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.<br />
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl<br />
<br />
== Raw tile tools ==<br />
<br />
=== [[Raw tile selector]] ===<br />
<br />
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.<br />
<br />
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.<br />
<br />
[http://dffd.wimbli.com/file.php?id=2113 Download]<br />
<br />
Currently for windows only.<br />
<br />
=== Raw tile merger ===<br />
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.<br />
<br />
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.<br />
<br />
[http://dffd.wimbli.com/file.php?id=2178 Download]<br />
<br />
== World Map / World Gen Tools ==<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===<br />
Very detailed Windows program to help create customize world gens.<br />
<br>[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]<br />
<br>[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]<br />
<br>[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]<br />
<br />
<br />
<br />
== Other/miscellaneous ==<br />
<br />
=== [http://winmerge.org/ WinMerge] ===<br />
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.<br />
<br />
<br />
= Tools under development =<br />
<br />
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''<br />
<br />
<br />
=== [[Utility:Obsidian|Obsidian]] ===<br />
''by Skeggox''<br />
<br />
<br />
<br />
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.<br />
<br />
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.<br />
<br />
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&diff=134136v0.31:Utilities2010-12-28T15:00:31Z<p>213.134.175.225: /* Dwarf Fortress filesharing services */ -enter</p>
<hr />
<div>{{Quality|Exceptional}}{{av}}<br />
Please only list utilities that are known to work with the newest version here.<br />
<br />
:''You may also be like to see the [[Tileset repository]] or [[Graphics set repository]].''<br />
<br />
Here are third party applications useful for Dwarf Fortress players and modders.<br />
__TOC__<br />
<br />
==Dwarf Fortress filesharing services==<br />
<br />
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
=== [http://mkv25.net/dfma/ DF Map Archive] ===<br />
<br />
* http://mkv25.net/dfma/<br />
<br />
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them. <br />
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.<br />
<br />
=== DF Map Compressor ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)<br />
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format. It can also export the maps to PNG format. <br />
<br />
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. The web site is currently not accessible. Extract from the website :<br />
<blockquote><br />
"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
</blockquote><br />
<br />
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:<br />
<blockquote><br />
"It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.<br />
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5<br />
* Mono: http://www.mono-project.com/"<br />
</blockquote><br />
<br />
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:<br />
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it. If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6. [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.<br />
:2. export your map from Dwarf Fortress (Esc -> Export Local Image)<br />
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].<br />
:4. open the terminal, navigate to the DF Map Compressor folder and type:<br />
mono DwarfFortressMapCompressor.3.3.4.exe<br />
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')<br />
:6. follow the on screen instructions<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] ===<br />
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]<br />
''by Jonask, Solifuge, Kaypy and Japa''<br />
<br />
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.<br />
<br />
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].<br />
<br />
Stonesense is now in version 2.2 Slate, supports v0.31.16 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.2.zip Download]<br />
<br />
=== [[Utility:Overseer|Fortress Overseer]] ===<br />
''by thewonderidiot and sexymustard''<br />
<br />
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].<br />
<br />
== Interface tools ==<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===<br />
<br />
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.<br />
<br />
Main article here: [[Dfterm2]].<br />
<br />
== Game manipulation tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
The standalone Reveal utility is obsolete due to missing source code. [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.<br />
<br />
<font size=-2>Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all "unexplored" or "undug" tiles of the map (in fortress mode). To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read "will")'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more). '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.<br />
</font size><br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===<br />
<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. <br />
<br />
Version 0.6.7 is out (November 30, 2010). This version supports DF builds up to 0.31.18<!--, although information on patches for newer versions can be found below-->.<br />
<br />
''NOTE'': This project is currently seeking a new maintainer.<br />
<br />
New dedicated support forum: http://code.google.com/p/dwarftherapist/<br />
<br />
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt<br />
<br />
<!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--><br />
<br />
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===<br />
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0<br />
<br />
Version 0.1.7 is out for Windows, currently supporting 0.31.16. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!<br />
<br />
* Windows: http://dffd.wimbli.com/file.php?id=2538<br />
* Linux: to follow (the windows one is reported to work fine under wine though)<br />
<br />
"A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time." - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===<br />
<br />
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. Releases support versions up through 0.31.18 (as of Dec, 2010).<br />
<br />
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].<br />
<br />
=== DFhack tools for DF 2010 ===<br />
==== dfcleanmap ====<br />
Cleans all the bloodsmears that get scattered all over the map.<br />
==== dfliquids ====<br />
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.<br />
<br />
Use like this:<br />
<br />
game: place 'k' cursor on the tile or on the upper left corner of the area to manipulate.<br />
<br />
tool: enter 'range' in the tool and specify width and height of the rectangle.<br />
<br />
<br />
- remove water<br />
<br />
'w'<br />
'0'<br />
's-'<br />
<ENTER><br />
<br />
- create obsidian wall (only works for a single tile, even if a range is specified)<br />
<br />
'o'<br />
'1'<br />
's.'<br />
<ENTER><br />
<br />
note that previously existing water or magma still stays at this spot.<br />
<br />
- create magma<br />
<br />
'm'<br />
'7'<br />
's+'<br />
<ENTER><br />
<br />
==== dfprospector ====<br />
Lists all available minerals on the map and how much of them there is.<br />
==== dfreveal ====<br />
Pauses the game and reveals the whole map, then unreveals it afterwards (unless you press Ctrl+C). Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.<br />
<br />
==== dfvdig ====<br />
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)<br />
<br />
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===<br />
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. <br />
<br />
=== [[Utility:DwarfScript|Dwarf Script]] ===<br />
Dwarf Script is a program and allows you to manipulate DF's memory using a script.<br />
<br />
<br />
== Fortress layout tools ==<br />
<br />
=== [http://sun2design.com/quickfort/ Quickfort] ===<br />
<br />
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments.<br />
<br />
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===<br />
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool. It enables you to work out your designs before you start to build, and even see how they look in 3-D.<br />
It's written in C with SDL, and both Linux and Windows builds are available. The source code is freely available under the GPL.<br />
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===<br />
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===<br />
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.<br />
<br />
=== [http://www.irritablegourmet.com/dwarf/index.htm Quickfort Mapping Tool] ===<br />
Quickfort Mapping Tool is a simple to use web app for creating Quickfort blueprints graphically.<br />
<br />
== Modding tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===<br />
WYSIWYG editor for designing the raws for a custom workshop.<br />
(Not all raws, just the tiles and colors) Lets you see how it will look at each stage of construction. Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.<br />
<br />
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===<br />
A program which uses text files to automatically change/update raw files. Makes installation of mods easier. However at this time, the documentation is a little confusing and makes creating mods harder for beginners. [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===<br />
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.<br />
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl<br />
<br />
== Raw tile tools ==<br />
<br />
=== [[Raw tile selector]] ===<br />
<br />
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.<br />
<br />
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.<br />
<br />
[http://dffd.wimbli.com/file.php?id=2113 Download]<br />
<br />
Currently for windows only.<br />
<br />
=== Raw tile merger ===<br />
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.<br />
<br />
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.<br />
<br />
[http://dffd.wimbli.com/file.php?id=2178 Download]<br />
<br />
== World Map / World Gen Tools ==<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===<br />
Very detailed Windows program to help create customize world gens.<br />
<br>[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]<br />
<br>[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]<br />
<br>[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]<br />
<br />
<br />
<br />
== Other/miscellaneous ==<br />
<br />
=== [http://winmerge.org/ WinMerge] ===<br />
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.<br />
<br />
<br />
= Tools under development =<br />
<br />
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''<br />
<br />
<br />
=== [[Utility:Obsidian|Obsidian]] ===<br />
''by Skeggox''<br />
<br />
<br />
<br />
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.<br />
<br />
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.<br />
<br />
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=40d:Utilities&diff=13413540d:Utilities2010-12-28T14:59:20Z<p>213.134.175.225: Undo revision 134134 by 213.134.175.225 (Talk)</p>
<hr />
<div>{{av}}<br />
Here are third party applications developed for Dwarf Fortress.<br />
__TOC__<br />
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] by Jonask, Solifuge and Kaypy ===<br />
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]<br />
<br />
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.<br />
<br />
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress] by Baboonanza ===<br />
[http://sourceforge.net/projects/visualfortress/ Source Code]<br />
This is Baboonanza's 3D visualisation application. It's focused on displaying mega-projects and landscapes accurately and hopefully beautifully. Basically like 3Dwarf, but more advanced.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===<br />
<br />
This is NOT real time! Dwarvis has the ability to be real time, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when Dwarf Fortress is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3D. Still in beta, obviously.<br />
<br />
=== [http://sourceforge.net/projects/khazad/ Khazad] ===<br />
<br />
A related fortress viewing engine utilizing memory extraction and saving similar to 3Dwarf, Khazad uses an Isometric perspective reminiscent of SimCity200 & Transport Tycoon while also allowing very free form camera control in a full 3D environment. Khazad is compatible with 40d and 40d11 and entirely open source being licensed under the GPL, source and binary packages are available at [http://sourceforge.net/projects/khazad/ SourceForge]. Development is active and participation is welcome.<br />
<br />
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] (Outdated) ===<br />
<br />
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.<br />
<br />
== Movies, Screenshots, Map Files ==<br />
<br />
=== DF Map Compressor / DF Map Archive ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]<br />
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. Extract from the website :<br />
:"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===<br />
<br />
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.<br />
<br />
=== Terrain Visualizer ===<br />
<br />
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer. Nothing super fancy, but neat to look at.<br />
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.<br />
<br />
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!<br />
<br />
==Major Utilities==<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=39229.0 Dwarf Therapist] ===<br />
<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way.<br />
<br />
Supports the latest DF versions, including 40dXX OpenGL editions, and reported to work on native Linux builds.<br />
<br />
Can be thought of as a superset of Dwarf Manager (which in turn is a superset of Dwarf Foreman).<br />
<br />
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===<br />
<br />
Dwarf Manager is inspired by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.<br />
In addition the program can be customized and updated by editing the included .xml files.<br />
<br />
Source code is available.<br />
<br />
Dwarf Therapist has a superset of Dwarf Manager's features.<br />
<br />
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===<br />
<br />
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.<br />
<br />
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).<br />
<br />
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.<br />
<br />
Source code is available.<br />
<br />
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.<br />
<pre><br />
check=032e4b67<br />
critter_start=01583224<br />
dwarfidpos=0138f690<br />
profession_start=0474<br />
</pre><br />
<br />
'''Note:''' Dwarf Foreman-like utilities, with expanded feature sets, are also available. See Dwarf Therapist and Dwarf Manager above.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===<br />
<br />
This is a MacOSX 10.5 port of Dwarf Foreman.<br />
<br />
Source code is available.<br />
<br />
Dwarf Fortress version: '''v0.28.181.40d'''<br />
<br />
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===<br />
<br />
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.<br />
<br />
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===<br />
<br />
A toolset with many modules for tweaking / editing Dwarf Fortress memory.<br />
<br />
=== [http://sun2design.com/quickfort/ Quickfort] ===<br />
<br />
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===<br />
<br />
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=40413.0 DF Raw Editor] ===<br />
<br />
DF Raw Editor is a brand new tool created to help edit the raw files.<br />
It is available [http://www.bay12games.com/forum/index.php?topic=40413.0 here].<br />
For version 0.40d<br />
<br />
== Minor Utilities ==<br />
<br />
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===<br />
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool. It enables you to work out your designs before you start to build, and even see how they look in 3-D.<br />
It's written in C with SDL, and both Linux and Windows builds are available. The source code is freely available under the GPL.<br />
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.<br />
<br />
=== DF Log Parser ===<br />
<br />
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.<br />
<br />
You will see:<br />
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.<br />
A summary of every civ, by race<br />
A listing of every Ruin<br />
A listing of the total populations of cave critters<br />
A listing of the total populations of civilized creatures<br />
<br />
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl<br />
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===<br />
<br />
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.<br />
Enjoy!<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===<br />
<br />
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===<br />
<br />
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are not suggested as you can't do anything; not even drown.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===<br />
<br />
You need this utility in the case that you used the reveal utility before discovering any subsurface magma, or if you have reclaimed a fortress whose magma source has already been discovered.{{version|0.28.181.40d}} (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the utility every time you start dwarfort.exe and you want to build a new magma-using workshop.<br />
<br />
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.<br />
<br />
=== [http://75.127.91.201/~jifodus/df/justdigitout.zip Just dig it out!] ===<br />
<br />
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=21601.0 Nano Fortress] ===<br />
<br />
A utility that will allow embarks to 1x1 locations.<br />
<br />
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===<br />
<br />
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)<br />
<br />
Note: This utility may not work on versions of DF 40d and later. If it doesn't work for you, try Dwarf Companion.<br />
<br />
Caveat: The teleport utility does not correctly set the occupancy flag for map squares. As a results, dwarves will permanently crawl through the square that you teleported them out of. In addition, you cannot build structures in those squares.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all "unexplored" or "undug" tiles of the map (in fortress mode). To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal. Playing on revealed map might ''(read "will")'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more). '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.<br />
<br />
There are two versions of Reveal, one for Vista and newer, one for XP and older.<br />
<br />
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2]. Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].<br />
<br />
The Old version of Reveal.exe does not require you install anything (if you are using 0.28.181.40d and the updated memory.ini file), just unzip both files and run reveal.exe while DF is running.<br />
<br />
If using [http://www.bay12games.com/forum/index.php?topic=40349.0 the OpenGL accelerated version] of DF (40d16) under XP SP3, the newer version of Reveal is required as the older version can't find it. Reveal2.exe works correctly with this setup.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=1165 UltraFinder] ===<br />
<br />
This AHK script generates worlds until it finds one with the desired features as defined in the init file.<br />
<br />
This is not an advanced application, it is simply meant to take the task of repeated genning out of your hands.<br />
<br />
The concept is that you set the parameters as you see fit, and leave it running while you go about your other business.<br />
<br />
READ ALL WARNINGS IN THE INIT FILE!<br />
<br />
The readme exists for a reason.<br />
<br />
== Miscellaneous ==<br />
<br />
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.<br />
<br />
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===<br />
<br />
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.<br />
<br />
=== [http://www.autohotkey.com/ AutoHotKey] ===<br />
<br />
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier. See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.<br />
<br />
=== [http://winmerge.org/ Winmerge] ===<br />
<br />
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..<br />
<br />
== Outdated Utilities ==<br />
<br />
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===<br />
<br />
An utility for automation of mass constructions. Features three modes:<br />
<br />
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:<br />
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])<br />
b) any material with at least 1/10/99 units<br />
<br />
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!<br />
<br />
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).<br />
<br />
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001847 Thread]<br />
<br />
=== [http://www.yourfilehost.com/media.php?cat=other&file=latitudes.zip Latitudes] ===<br />
<br />
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region. Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002191 proper support], this will do the trick. Works in .32a through at least .33g. Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.<br />
<br />
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===<br />
<br />
Another quick hack to make a 7/7 unit of lava on the currently selected square. Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].<br />
<br />
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===<br />
<br />
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.<br />
<br />
Check the thread on the forums for the latest download link. (Aug 01, 2008)<br />
<br />
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].<br />
<br />
=== [http://angband.org/~erasmus/df/water.exe Water] ===<br />
<br />
Quick hack to refill ponds. Run this while your fortress is up, and it'll restore any "murky pool" tiles (i.e. the floor of ponds and lakes) to 7/7 water. If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its "quick hack" status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.<br />
<br />
[[Category:Utilities| ]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=40d:Utilities&diff=13413440d:Utilities2010-12-28T14:58:23Z<p>213.134.175.225: /* 3D Visualizers */ small update</p>
<hr />
<div>{{av}}<br />
Here are third party applications developed for Dwarf Fortress.<br />
__TOC__<br />
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
== 3D Visualizers ==<br />
=== Fortress Overseer ===<br />
31.18-compatible. [http://www.bay12forums.com/smf/index.php?topic=63484.msg1470210#msg1470210 Forum thread].<br />
<br />
=== [[Utility:Stonesense|Stonesense]] by Jonask, Solifuge and Kaypy ===<br />
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]<br />
<br />
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.<br />
<br />
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress] by Baboonanza (development stopped, not working with recent versions) ===<br />
[http://sourceforge.net/projects/visualfortress/ Source Code]<br />
This is Baboonanza's 3D visualisation application. It's focused on displaying mega-projects and landscapes accurately and hopefully beautifully. Basically like 3Dwarf, but more advanced.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===<br />
<br />
This is NOT real time! Dwarvis has the ability to be real time, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when Dwarf Fortress is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3D. Still in beta, obviously.<br />
<br />
=== [http://sourceforge.net/projects/khazad/ Khazad] ===<br />
<br />
A related fortress viewing engine utilizing memory extraction and saving similar to 3Dwarf, Khazad uses an Isometric perspective reminiscent of SimCity200 & Transport Tycoon while also allowing very free form camera control in a full 3D environment. Khazad is compatible with 40d and 40d11 and entirely open source being licensed under the GPL, source and binary packages are available at [http://sourceforge.net/projects/khazad/ SourceForge]. Development is active and participation is welcome.<br />
<br />
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] (Outdated) ===<br />
<br />
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.<br />
<br />
== Movies, Screenshots, Map Files ==<br />
<br />
=== DF Map Compressor / DF Map Archive ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]<br />
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. Extract from the website :<br />
:"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===<br />
<br />
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.<br />
<br />
=== Terrain Visualizer ===<br />
<br />
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer. Nothing super fancy, but neat to look at.<br />
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.<br />
<br />
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!<br />
<br />
==Major Utilities==<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=39229.0 Dwarf Therapist] ===<br />
<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way.<br />
<br />
Supports the latest DF versions, including 40dXX OpenGL editions, and reported to work on native Linux builds.<br />
<br />
Can be thought of as a superset of Dwarf Manager (which in turn is a superset of Dwarf Foreman).<br />
<br />
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===<br />
<br />
Dwarf Manager is inspired by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.<br />
In addition the program can be customized and updated by editing the included .xml files.<br />
<br />
Source code is available.<br />
<br />
Dwarf Therapist has a superset of Dwarf Manager's features.<br />
<br />
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===<br />
<br />
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.<br />
<br />
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).<br />
<br />
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.<br />
<br />
Source code is available.<br />
<br />
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.<br />
<pre><br />
check=032e4b67<br />
critter_start=01583224<br />
dwarfidpos=0138f690<br />
profession_start=0474<br />
</pre><br />
<br />
'''Note:''' Dwarf Foreman-like utilities, with expanded feature sets, are also available. See Dwarf Therapist and Dwarf Manager above.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===<br />
<br />
This is a MacOSX 10.5 port of Dwarf Foreman.<br />
<br />
Source code is available.<br />
<br />
Dwarf Fortress version: '''v0.28.181.40d'''<br />
<br />
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===<br />
<br />
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.<br />
<br />
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===<br />
<br />
A toolset with many modules for tweaking / editing Dwarf Fortress memory.<br />
<br />
=== [http://sun2design.com/quickfort/ Quickfort] ===<br />
<br />
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===<br />
<br />
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=40413.0 DF Raw Editor] ===<br />
<br />
DF Raw Editor is a brand new tool created to help edit the raw files.<br />
It is available [http://www.bay12games.com/forum/index.php?topic=40413.0 here].<br />
For version 0.40d<br />
<br />
== Minor Utilities ==<br />
<br />
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===<br />
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool. It enables you to work out your designs before you start to build, and even see how they look in 3-D.<br />
It's written in C with SDL, and both Linux and Windows builds are available. The source code is freely available under the GPL.<br />
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.<br />
<br />
=== DF Log Parser ===<br />
<br />
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.<br />
<br />
You will see:<br />
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.<br />
A summary of every civ, by race<br />
A listing of every Ruin<br />
A listing of the total populations of cave critters<br />
A listing of the total populations of civilized creatures<br />
<br />
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl<br />
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===<br />
<br />
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.<br />
Enjoy!<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===<br />
<br />
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===<br />
<br />
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are not suggested as you can't do anything; not even drown.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===<br />
<br />
You need this utility in the case that you used the reveal utility before discovering any subsurface magma, or if you have reclaimed a fortress whose magma source has already been discovered.{{version|0.28.181.40d}} (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the utility every time you start dwarfort.exe and you want to build a new magma-using workshop.<br />
<br />
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.<br />
<br />
=== [http://75.127.91.201/~jifodus/df/justdigitout.zip Just dig it out!] ===<br />
<br />
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=21601.0 Nano Fortress] ===<br />
<br />
A utility that will allow embarks to 1x1 locations.<br />
<br />
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===<br />
<br />
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)<br />
<br />
Note: This utility may not work on versions of DF 40d and later. If it doesn't work for you, try Dwarf Companion.<br />
<br />
Caveat: The teleport utility does not correctly set the occupancy flag for map squares. As a results, dwarves will permanently crawl through the square that you teleported them out of. In addition, you cannot build structures in those squares.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all "unexplored" or "undug" tiles of the map (in fortress mode). To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal. Playing on revealed map might ''(read "will")'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more). '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.<br />
<br />
There are two versions of Reveal, one for Vista and newer, one for XP and older.<br />
<br />
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2]. Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].<br />
<br />
The Old version of Reveal.exe does not require you install anything (if you are using 0.28.181.40d and the updated memory.ini file), just unzip both files and run reveal.exe while DF is running.<br />
<br />
If using [http://www.bay12games.com/forum/index.php?topic=40349.0 the OpenGL accelerated version] of DF (40d16) under XP SP3, the newer version of Reveal is required as the older version can't find it. Reveal2.exe works correctly with this setup.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=1165 UltraFinder] ===<br />
<br />
This AHK script generates worlds until it finds one with the desired features as defined in the init file.<br />
<br />
This is not an advanced application, it is simply meant to take the task of repeated genning out of your hands.<br />
<br />
The concept is that you set the parameters as you see fit, and leave it running while you go about your other business.<br />
<br />
READ ALL WARNINGS IN THE INIT FILE!<br />
<br />
The readme exists for a reason.<br />
<br />
== Miscellaneous ==<br />
<br />
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.<br />
<br />
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===<br />
<br />
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.<br />
<br />
=== [http://www.autohotkey.com/ AutoHotKey] ===<br />
<br />
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier. See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.<br />
<br />
=== [http://winmerge.org/ Winmerge] ===<br />
<br />
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..<br />
<br />
== Outdated Utilities ==<br />
<br />
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===<br />
<br />
An utility for automation of mass constructions. Features three modes:<br />
<br />
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:<br />
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])<br />
b) any material with at least 1/10/99 units<br />
<br />
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!<br />
<br />
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).<br />
<br />
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001847 Thread]<br />
<br />
=== [http://www.yourfilehost.com/media.php?cat=other&file=latitudes.zip Latitudes] ===<br />
<br />
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region. Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002191 proper support], this will do the trick. Works in .32a through at least .33g. Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.<br />
<br />
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===<br />
<br />
Another quick hack to make a 7/7 unit of lava on the currently selected square. Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].<br />
<br />
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs<br />
<br />
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===<br />
<br />
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.<br />
<br />
Check the thread on the forums for the latest download link. (Aug 01, 2008)<br />
<br />
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].<br />
<br />
=== [http://angband.org/~erasmus/df/water.exe Water] ===<br />
<br />
Quick hack to refill ponds. Run this while your fortress is up, and it'll restore any "murky pool" tiles (i.e. the floor of ponds and lakes) to 7/7 water. If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its "quick hack" status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.<br />
<br />
[[Category:Utilities| ]]</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&diff=134062v0.31 Talk:Advanced world generation2010-12-27T07:32:26Z<p>213.134.175.225: /* Above Ground LEVELS_ABOVE_GROUND */ new section</p>
<hr />
<div>This page needs some grammar checking. I don't have enough experience with the latest version to correct it though. Is there a tag or template I should add for this type of error? --[[User:Altaree|Altaree]] 13:10, 15 April 2010 (UTC)<br />
<br />
I cleaned up the Cavern Parameters section, based on some worldgen testing. Seems like some of the info was wrong, although it might just be referring to events later in the game - it was a little hard to parse. Still not sure what the z-levels section is supposed to mean, so I left it alone. --[[User:Runcible_spoon|Runcible_spoon]] 15:32, 18 April 2010 (UTC)<br />
<br />
The options in the "z-levels" section seem to refer to how much rock there is between cavern features. See http://www.bay12forums.com/smf/index.php?topic=20638.msg1135248#msg1135248. That said, I'm still unsure quite how the 'huge' underground is genned - modifying some of the default templates only ended up with ca 50 underground levels. More testing needed, evidently. --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:12, 5 May 2010 (UTC) BertieB<br />
:D'oh! I was confused by the info on the page and thought there were only 5 possible levels for each z-level item, when on checking there are actually up to 100 possible. Smashing! --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:17, 5 May 2010 (UTC)<br />
:This needs more testing, but I'm led to believe that the first option, LEVELS_ABOVE_LAYER_1 affects in fact the number of layers between the last rock layer and the first cavern layer, ie. the height of the cavern. I bumped it up to 20 and ended up with a few ridiculously high caverns. --[[User:Alkarlosse|Alkarlosse]] 11:10, 8 June 2010 (UTC)<br />
<br />
== Log Reject Reasons ==<br />
<br />
Hi, how do I get a log of why each map was rejected during worldgen?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:18, 30 July 2010 (UTC)<br />
<br />
:I hope you've already found the answer to this, but just in-case anyone else comes along looking for the answer, the setting is in the "d_init.txt" file, the output is generated in "map_rejection_log.txt" in the main DF folder.--[[User:MadGreyOne|MadGreyOne]] 01:40, 18 October 2010 (UTC)<br />
<br />
== Spoiler Hidden? You mean Spoiler Missing! ==<br />
<br />
There are a couple of "Spoiler Hidden" tags in the Z Levels table, suggesting it was copied from a forum post without some of the important information. --[[User:Danaris|Danaris]] 17:54, 13 October 2010 (UTC)<br />
<br />
== Above Ground LEVELS_ABOVE_GROUND ==<br />
<br />
Changing this value to sth else than 15 (lower, higher) will result in unlimited number of rejects. Bug? [[Special:Contributions/213.134.175.225|213.134.175.225]] 07:32, 27 December 2010 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=133967v0.31 Talk:Strange mood2010-12-25T22:04:48Z<p>213.134.175.225: /* "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? */ new section</p>
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<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)<br />
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.<br />
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.<br />
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..<br />
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== Saving & reloading not changing mood type ==<br />
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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:I think the word here is "or", I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon<br />
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:I had this happen as well - I had six mussel shells laying around, nothing. Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs. So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work. Debnetig, a enormous horse bone corkscrew! (That just sounds so wrong.)<br />
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the "Strange mood" page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)<br />
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== Possible Bug ==<br />
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
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*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
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== Magma Workshops ==<br />
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace. When I built a regular furnace, he claimed it just fine and went on about his business. Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]<br />
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)<br />
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)<br />
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)<br />
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== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
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== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
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== Yet another possible bug ==<br />
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
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== And another bug... ==<br />
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
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== Fell mood murder ==<br />
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)<br />
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)<br />
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)<br />
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)<br />
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:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
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== Skills affected by artifact creation ==<br />
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
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== Possessed Mood Causes ==<br />
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
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<br />
:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.<br />
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)<br />
::In the previous major release, the skill with the most experience points was used; the level was not considered. I don't see any reason for that to have changed. I would suspect rust. Savegame?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)<br />
<br />
== Magma Forge vs. Normal Forge ==<br />
<br />
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10<br />
:Yes, this sometimes happens. Reported above, item #9. Also reported several times on the 40d Talk Strange Mood page. I'm glad you figured out the workaround.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)<br />
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)<br />
<br />
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]</small><br />
: It's not a bug, it's a feature. Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow. Maybe the dwarf prefers working in a cooler environment. Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)<br />
<br />
:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)<br />
<br />
:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)<br />
<br />
::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)<br />
<br />
== Highest experience skill not chosen ==<br />
<br />
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.<br />
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)<br />
<br />
== multiple items not always displayed longer ==<br />
<br />
Regarding the "2 seconds per item needed" rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of "he said he needed X, and I had plenty of X around!" (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)<br />
<br />
:Just had this happen again, this time with rough gems as the primary material. "rough gems" displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and "wood logs" was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.<br />
<br />
== Random mood crafting. ==<br />
<br />
One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)<br />
<br />
:I'm thinking he's using the craftdwarf's workshop because of its "Make leather crafts" option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)<br />
<br />
:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.<br />
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)<br />
<br />
== Rock Blocks in Strange Mood ==<br />
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.<br />
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)<br />
<br />
== Farmer + Strange Mood = Legendary Weaponsmith ==<br />
Not complaining, but I just had a High Master Grower / Adequate Herbalist "withdraw from society...", I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)<br />
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)<br />
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)<br />
<br />
== Starvation/Dehydration ==<br />
Can a dwarf die from either while in a mood?<br />
<br />
== Dwarf not using available materials? ==<br />
<br />
Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. ><)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)<br />
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)<br />
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)<br />
<br />
== "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? ==<br />
<br />
Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blood&diff=133961v0.31 Talk:Blood2010-12-25T18:37:53Z<p>213.134.175.225: -useless link</p>
<hr />
<div>Why do the caravans bring barrels of blood? What do they expect us to do with it?<br />
--[[User:Droid|Droid]] 00:44, 6 April 2010 (UTC)<br />
:I'm sure Queen Urist of [http://www.bay12games.com/forum/index.php?topic=28365.0 Blockedlance] could enlighten you. Though in practical game terms, I have no idea. --[[User:Njero|Njero]] 00:49, 6 April 2010 (UTC)<br />
<br />
Transfusions and Brewing! And by that I mean for curing dwarves with the Pale status [[Special:Contributions/86.147.129.117|86.147.129.117]] 17:21, 9 June 2010 (UTC)<br />
:I'm not so sure it would be a good idea to pump your dwarves full of giant cave spider blood. Or are we talking axe cop rules here? Just thought of an amusing image of dwarves using screw pumps for transfusions.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:19, 15 June 2010 (UTC)<br />
<br />
What stockpile option are barrels of blood under? --[[User:Telarin|Telarin]]<br />
:Wondering this as well. Also, is it possible to dump the blood in some way? Doesn't seem to do anything when I try. [[Special:Contributions/83.227.5.34|83.227.5.34]] 12:10, 27 September 2010 (UTC)<br />
<br />
Oh Armok! I killed a forgotten beast with toxic blood without suffering any losses, but now the blood has spread everywhere! Over 70 dwarves have died from touching the contamination, including the last *entire* migrant wave! It starts as a fever and nausea, and quickly turns to paralysis and suffocation! [[User:Interloper|Interloper]] 23:05, 19 Dec 2010 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&diff=133926v0.31:Soldier2010-12-23T21:29:07Z<p>213.134.175.225: - {{buggy}} (no bug section)</p>
<hr />
<div>{{quality|Exceptional|22:37, 19 September 2010 (UTC)}}{{av}}<br />
<br />
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.<br />
<br />
<br />
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.<br />
<br />
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an "enemy", be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads "works", for a certain value of "works", but has additional downsides. (Now aren't we happy that the 40d 'don't attack dangerous animals' option is replaced with this more sophisticated system')<br />
<br />
=Weapons and Skills=<br />
<br />
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you 've assigned them) or use {{l|wrestling}}(, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. Occasionally, dwarves may become attached to and even name their weapons and shields.<br />
<br />
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits are dwarves who have not specialized in a fighting style. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.<br />
<br />
==Skills==<br />
<br />
''Dwarves can specialize in any of the following weapon skills. Not all of these skills are easily trained: some weapons, like pikes and whips, are 'foreign' and cannot be manufactured by dwarves.<br />
:* {{L|Axedwarf}}<br />
:* {{L|Hammerdwarf}}<br />
:* {{L|Macedwarf}}<br />
:* {{L|Marksdwarf}}<br />
:* {{L|Speardwarf}}<br />
:* {{L|Swordsdwarf}}<br />
:* {{L|Wrestler}}<br />
:* {{L|Combat skill|Pikedwarf}}<br />
:* {{L|Combat skill|Lasher}}<br />
:* {{L|Combat skill|Knife User}}<br />
:* {{L|Combat Skill|Blowgunner}}<br />
:* {{L|Combat Skill|Bowdwarf}}<br />
<br />
''Other military skills cannot be specialized in, but are equally important.<br />
:* {{L|Armor user}}<br />
:* {{L|Dodger}}<br />
:* {{L|Fighter}}<br />
:* {{L|Kicker}}<br />
:* {{L|Shield user}}<br />
:* {{L|Striker}}<br />
:* {{L|Archer}}<br />
<br />
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. <!--Check these, too--><br />
:* {{L|Concentration}}<br />
:* {{L|Leader}}<br />
:* {{L|Observer}}<br />
:* {{L|Student}}<br />
:* {{L|Teacher}}<br />
<br />
==Soldier professions==<br />
<br />
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.<br />
<br />
=== {{L|Axeman|Axedwarves}} ===<br />
<br />
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in the slash {{l|damage type}}, also known as the fine art of severing limbs. <br />
<br />
=== {{L|Hammerman|Hammerdwarves}} ===<br />
<br />
Hammerdwarves, the other true dwarven soldiers, specialize in the blunt {{l|damage type}}, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.<br />
<br />
Human Hammermen often use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed and lack of a shield. Also should someone be knocked back into an obstacle, they'll take extra damage.<br />
<br />
=== {{L|Maceman|Macedwarves}} ===<br />
<br />
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}. Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. <!--Need info on material and weight vs. weapon quality--><br />
<br />
=== {{L|Spearman|Speardwarves}} ===<br />
<br />
Speardwarves specialize in edged damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. <!--Need info on material and weight vs. weapon quality--><br />
<br />
=== {{L|Swordsman|Swordsdwarves}} ===<br />
<br />
A Jack-of-All-Trades weapon, Swordsdwaves deal edged damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. They are useful for a general-purpose squad or a stormtrooper squad of sorts. <!--Need info on material and weight vs. weapon quality--><br />
<br />
=== {{L|Marksman|Marksdwarves}} ===<br />
<br />
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal edge damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze colossus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. <!--Need info on material and weight vs. weapon quality--><br />
<br />
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.<br />
<br />
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.<br />
<br />
=== {{L|Wrestler|Wrestlers}} ===<br />
<br />
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.<br />
<br />
Wrestler skill will be improved somewhat even while practicing with a weapon.<br />
<br />
=== Recruits ===<br />
<br />
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves. They will NOT train if the squad is ordered to 'train', somewhat confusingly, so a seperate squad for dwarfs with no combat skills at all is recommended until they drilled to novice in a combat skill.<br />
<br />
==Heroes==<br />
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]<br />
<br />
Once soldiers reach ''great'' {{L|skill}} level ''(the 11th level)'' in any weapon, they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.<br />
<br />
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military. To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier. Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 11 or better, the dwarf becomes a Hero as usual.<br />
<br />
===Champion===<br />
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].<br />
<br />
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.<br />
<br />
=Training=<br />
<br />
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they will simply do combat demonstrations in the barracks; if you do not assign them a barracks, they will simply stand in your meeting areas with the job "Soldier (cannot follow orders)".<br />
<br />
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.<br />
<br />
===Duty Roster===<br />
<br />
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.<br />
<br />
===Rations===<br />
<br />
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flask}}s, {{l|waterskin}}s and {{l|backpack}}s.<br />
<br />
<br />
----<br />
<br />
'''See Also:'''<br />
<br />
:* {{L|Weapon}}s<br />
:* {{L|Armor}}<br />
<br />
{{Military v0.31}}<br />
{{Category|Dwarves}}<br />
{{Category|Military}}</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&diff=133922v0.31 Talk:Cage2010-12-23T10:39:27Z<p>213.134.175.225: /* Zoo noise suggestion */ :Workshops does not produce noise. ~~~~</p>
<hr />
<div>== Can't release small creature? ==<br />
<br />
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.<br />
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)<br />
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)<br />
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)<br />
<br />
==Animals dying==<br />
<br />
I have a fairly old fortress - going on 14 years. With military bugged, my current defense is a lot of traps. The trap caught animals. I didn't realize it, but animals do die after a while in cages. They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile. Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way. Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)<br />
<br />
==Infinite Air in Cages==<br />
<br />
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)<br />
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement). Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)<br />
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)<br />
<br />
== Pitting hostiles from cages, bug? ==<br />
<br />
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. <br />
<br />
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)<br />
<br />
<br />
== What to do with caged goblins by nickbii==<br />
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.<br /><br />
2) Create a zone with i, make it a garbage dump.<br /><br />
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.<br /><br />
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.<br /><br />
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,<br /><br />
6) Connect the lever to each cage with a-j.<br /><br />
7) Move your troops to the room and lock them in.<br /><br />
8) Pull the lever.<br /><br />
<br />
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.<br />
<br /><br />
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.<br /><br />
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))<br /><br />
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)<br />
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.<br />
::1) order the squad you want to train into the room.<br /><br />
::2) lock the door<br /><br />
::3) disband the squad (making the dwarves non-military)<br /><br />
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages<br /><br />
::5) re-establish the squad<br /><br />
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)<br />
<br />
== Zoo noise suggestion ==<br />
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)<br />
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)<br />
<br />
== Selling caged creatures ==<br />
<br />
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them. Bad idea. The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something). In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.<br />
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting "zoo cage", i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas<br />
<br />
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]<br />
<br />
== Message: Something has emptied a cage! ==<br />
I just had a troglodyte freed from its cage. The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation. Has anyone else seen this behavior? Would say a goblin free a cave crocodile? Could a creature be freed from an animal stockpile?<br />
<br />
The troglodyte in question was one of six. Four were trapped and two have been hanging around the cages. Three cages remain intact, suggesting that this isn't just the result of a timer.<br />
<br />
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)<br />
<br />
== Goblin just escaped from a hauled cage ==<br />
<br />
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)<br />
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)<br />
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)<br />
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin <s>swordsman</s> swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Cage&diff=133921v0.31:Cage2010-12-23T10:17:41Z<p>213.134.175.225: /* Creature containment */ merging</p>
<hr />
<div>{{quality|Exceptional|22:24, 10 November 2010 (UTC)}}{{av}}<br />
<br />
<br />
{{furniture|name=Cage<br />
|tile=‼|col=0:6:0<br />
|wood=y<br />
|metal=y<br />
|glass=y<br />
|rooms=<br />
* {{L|Jail}} (if metal)<br />
}}<br />
For cage traps, see [[Traps#Cage_Trap|traps]].<br />
<br />
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.<br />
<br />
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.<br />
<br />
Cages are stored on the Animal Stockpile.<br />
<br />
==Building and using a cage==<br />
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.<br />
<br />
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.<br />
<br />
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.<br />
<br />
===Creature containment===<br />
<br />
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.<br />
<br />
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects or a {{L|dragon}}, a thousand cats plus more, leading some players to conclude that cages include some sort of hidden "cage space" that allows infinitely tight packing of creatures.<br />
<br />
There is no particular labor for releasing creatures in cages. Use {{k|q}} to examine the cage, {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green " + " next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.<br />
<br />
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.<br />
<br />
===Prisons===<br />
<br />
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.<br />
<br />
Dwarves in cages must be fed by other dwarves.<br />
<br />
===Remotely Opening Cages===<br />
<br />
A built cage can be linked to a {{L|lever}} to remotely open it. When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a "built" cage as described above, it won't work with cages on your stockpile.<br />
<br />
===Alternate way of Opening Cages===<br />
<br />
When traders are around, you can select "move good to trading depot" and select the cage of choice.<br />
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...<br />
<br />
===Cages and Fluids===<br />
<br />
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.<br />
<br />
===Buying Cages ===<br />
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.<br />
<br />
{{buildings}}<br />
<br />
==Bugs==<br />
<br />
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=40d_Talk:Horse&diff=13388940d Talk:Horse2010-12-22T09:29:24Z<p>213.134.175.225: /* Age */ :I think it can be reported as bug. ~~~~</p>
<hr />
<div>If all we can do is butcher them... do I do that early or later?[[User:GarrieIrons|GarrieIrons]] 01:45, 4 January 2008 (EST)<br />
<br />
:If you wait, their population will grow, which you can then cull for a decent ongoing source of meat/bones/hides. Your choice. Having lots of animals around does slow down framerates a little.--[[User:Maximus|Maximus]] 02:28, 4 January 2008 (EST)<br />
<br />
::Yeah, but I only bought one with me... and I'm out of other food ;_; [[User:GarrieIrons|GarrieIrons]] 07:05, 4 January 2008 (EST)<br />
<br />
:::Hope that you can get it to breed with traders. You've got a few years from Embark! to get a heard started before it dies of old age. Alternatively, buy all the animals you can, and hope to eventually get a male/female pair.<br />
<br />
If you r lucky u might have some wild horses on your map sooner or later, try to tame some (or hunt them ;)) --[[User:Koltom|Koltom]] 01:41, 10 February 2008 (EST)<br />
<br />
== Beware the ninja horse ==<br />
<br />
Retrieving items from a certain area of my map repeatedly failed, "interrupted by horse". Checking for a nearby horse, i never found one, until i scrolled through the z axis and indeed there was a horse lurking on top of a tree. I guess it dropped down the cliff when one of my hunters chased it, quite funny, obviously it can't get down and will stay there forever.--[[User:Koltom|Koltom]] 09:43, 23 March 2008 (EDT)<br />
<br />
:Teleport.exe? --[[User:Savok|Savok]] 10:33, 23 March 2008 (EDT)<br />
<br />
::Get some soldiers armed with crossbows to kill it, or dig underneath of it to collapse the tree. [[User:Diabl0658|Diabl0658]] 11:58, 23 March 2008 (EDT)<br />
<br />
== Riding animals ==<br />
<br />
Can humans ride horses in Adventure mode? --[[User:Lordmick134|Lordmick134]] 10:11, 26 March 2008 (EDT)<br />
<br />
:I'm fairly sure that that hasn't been implemented yet, but that's not an area that falls in my expertise. --[[User:Savok|Savok]] 11:00, 26 March 2008 (EDT)<br />
<br />
== Milking Horses ==<br />
<br />
Horses are milked in the real world by some cultures (http://en.wikipedia.org/wiki/Horse and ctrl+F for "milk"), there's no reason to think that they won't be milkable once Toady does proper milking in DF.<br />
<br />
== Zombie horses... ==<br />
<br />
...are surprisingly terrifying. Just needed to be said. --[[User:Sowelu|Sowelu]] 03:55, 22 November 2008 (EST)<br />
<br />
== Birth ==<br />
<br />
I was surprised by my lonely mare who gave birth to 3 foals on my first hippie merchants visit. It didn't take 5 minutes for their stallion to do his business. And I am pretty sure the dwarf merchants used ox only. [[User:Coleste|Coleste]] 02:55, 26 July 2009 (UTC)<br />
<br />
== Age ==<br />
<br />
Horses (and several other animals) seem to lack a MAXAGE tag, which seems to support my observation that they live '''forever''' (I've got several horses that should be nearly 50 years old by now). --[[User:Quietust|Quietust]] 20:53, 30 October 2009 (UTC)<br />
:I think it can be reported as bug. [[Special:Contributions/213.134.175.225|213.134.175.225]] 09:29, 22 December 2010 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_depot&diff=133823v0.31 Talk:Trade depot2010-12-20T15:25:18Z<p>213.134.175.225: /* How can I buy sth (in trade depot)? */ new section</p>
<hr />
<div>==Zero Trade Depot Access==<br />
<br />
Recently started a new fort, and the entire map is red/inaccessible. What could cause that? [[User:Pathaugen|Pathaugen]] 19:32, 10 November 2010 (UTC)<br />
:Have you actually built the trade depot yet? Depot accessibility is traced from the '''depot''' to the map edge, not vice-versa, so if there's no finished depot then nothing'll be accessible. --[[User:Quietust|Quietust]] 20:23, 10 November 2010 (UTC)<br />
<br />
== No subsection for mugs? ==<br />
<br />
When trading in my Trade Depot, I have to go to the "All" category to find the mugs that have been produced (0.31.18) - is this happening with everyone else, or is it just me? --[[User:Drake1500|Drake1500]] 05:44, 4 December 2010 (UTC)<br />
<br />
== How can I buy sth (in trade depot)? <newbie question> ==<br />
<br />
I see that by g menu I can sell sth. But how I can buy sth? [[Special:Contributions/213.134.175.225|213.134.175.225]] 15:25, 20 December 2010 (UTC)</div>213.134.175.225https://dwarffortresswiki.org/index.php?title=v0.31:Frames_per_second&diff=133746v0.31:Frames per second2010-12-18T10:11:12Z<p>213.134.175.225: To check your FPS (frames per second) in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed on the top row of the screen. The first number is the cu</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|04:32, 10 June 2010 (UTC)}}<br />
<br />
==What is FPS?==<br />
<br />
'''Frames per second''', often referred to as FPS or framerate, is the measure of the amount of '''steps''' the game calculates in one second. Each step requires the calculation of unit movement, fluid movement, and many checks for different events, such as {{L|cave-in|cave-ins}}, [[Digging_designation_canceled | damp/warm stone]], {{L|weather|weather conditions}}, and much more. <br />
<br />
Note that game steps are independent of human steps. A human with average {{L|attributes#Agility|agility}} will move 1 {{L|map tile|tile}} in 10 steps.<br />
<br />
To check your FPS (frames per second) in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed on the top row of the screen. The first number is the current frame rate, while the number in parenthesis is the current graphical frame refresh rate.<br />
<br />
==Maximizing FPS==<br />
<br />
There are many methods to increase one's framerate, which can be found on the {{L|Maximizing framerate|maximizing framerate}} page. These can be crucial, as a common reason for abandoning forts is that the framerate becomes too low from all the dwarves, {{L|animal|animals}}, and explored tiles having to have calculations performed each step. This is especially true if many {{L|cavern|caverns}} have been {{L|mining|unearthed}}.<br />
<br />
==Controlling FPS==<br />
<br />
By default, the framerate is set to not exceed 100, though this can be changed in the {{L|init.txt}} file, under [FPS_CAP]. Increasing or disabling([FPS_CAP:0]) this setting will allow a fortress to progress more quickly, though eventually there will be a maximum reached as a result of CPU speed limits. This also requires more attention from the player as {{L|designation|designated jobs}} will be completed or cancelled more quickly, and potentially harmful events─such as wild animals, {{L|thief|thieves}}, and {{L|ambush|invasions}}─will occur more frequently in a given span of real time.<br />
<br />
Decreasing the FPS cap will slow down the progress of a fortress, though it may be useful for if the framerate undergoes large, rapid changes, as it will smooth out the play experience. It can also be useful to slow down the game in order to handle other activities while still allowing the fortress to complete previously assigned tasks, while reducing the need to babysit the game.</div>213.134.175.225