https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Valdemar&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T22:35:28ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&diff=77698v0.31 Talk:Labor2010-04-01T21:14:52Z<p>Valdemar: </p>
<hr />
<div>Aside from the menus being moved around there seems to be something very different going on with labors. Woodcutting for one cannot be done by an unskilled dwarf, and I expect many other labors will be the same way. [[User:Doctorzuber|Doctorzuber]] 19:45, 1 April 2010 (UTC)<br />
:Are you quite sure you've enabled it? I haven't tried woodcutting yet but wood burning, smelting, weaponsmithing, masonry, carpentry, animal training, mining, architecture, plant gathering, brewing, cooking, and growing are all good to go. Yes, I embark with unskilled dwarves <g> [[Special:Contributions/70.240.148.81|70.240.148.81]] 19:52, 1 April 2010 (UTC)<br />
:: As far as I can tell, there's nothing to enable. Woodcutting is moved to {{k|g}},{{k|b}} and if a dwarf doesn't have at least one point in it there's just nothing there. [[User:Doctorzuber|Doctorzuber]] 19:58, 1 April 2010 (UTC)<br />
::: Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to "woodworking" (select with arrow keys, "enter" to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. --[[User:Syndic|Syndic]] 20:03, 1 April 2010 (UTC)<br />
:::: Aye, under {{k|v}},<select dwarf>,{{k|p}},{{k|l}}, and press enter on Woodworking, Carpentry Crossbow-making and Woodcutting should be present to enable/disable. [[Special:Contributions/70.240.148.81|70.240.148.81]] 20:05, 1 April 2010 (UTC)<br />
::::: Above anon is me in case anyone wants to snipe at my talk page :P [[User:Freeze|Freeze]] 20:16, 1 April 2010 (UTC)<br />
:::::: Okay, something very odd is happening here then since woodcutting is not in my {{k|p}},{{k|l}} menu at all. I'm going to restart with some unskilled dwarves and see if the menu is different. [[User:Doctorzuber|Doctorzuber]] 20:22, 1 April 2010 (UTC)<br />
::::::: Riiight... Okay, it's something buggy. For some reason my {{k|p}},{{k|l}} menu was only showing four things. Restarting and now I see a much longer list with both skilled and unskilled dwarves. Now to try to figure out why it happened. [[User:Doctorzuber|Doctorzuber]] 20:27, 1 April 2010 (UTC)<br />
:::::::: This same thing happened to someone on another forum - it only showed four skill groups. I think they were Miner, Healthcare, Hauling, and something else. --[[User:SirPenguin|SirPenguin]] 20:32, 1 April 2010 (UTC)<br />
::::::::: Same, I restarted and it's fixed, for now. I've made several attempts to recreate it but no luck so far. Not sure if it's relevant but when I only had four labor groups, I also had absolutely nothing showing in the nobles menu. [[User:Doctorzuber|Doctorzuber]] 20:45, 1 April 2010 (UTC)<br />
<br />
So is there a way to toggle an entire labor group on or off? I tried several different keys but couldn't find one. It would be really useful to, for instance, turn off all the hauling labors on your important dwarves. --[[User:Valdemar|Valdemar]] 21:14, 1 April 2010 (UTC)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&diff=77493v0.31 Talk:Military2010-04-01T18:25:42Z<p>Valdemar: </p>
<hr />
<div>I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)<br />
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=v0.31:Military&diff=77475v0.31:Military2010-04-01T17:52:09Z<p>Valdemar: /* Scheduling */</p>
<hr />
<div>{{AV}}<br />
<br />
Just a quick aid for confused players, please reformat this, anyone who knows more:<br />
<br />
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.<br />
The squad defaults to training all the time (see its 's'chedule on the military screen).<br />
To actually make them train, though, you need to activate them: 's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.<br />
You also need to create a barracks from a bed, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.<br />
<br />
==Alert levels==<br />
<br />
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.<br />
<br />
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.<br />
<br />
Each alert level also carries instructions for military dwarves when it is activated. Unlike the civilian level, which applies to your entire fort, the military alert level can be set individually for each squad. To set a squad to an alert level, either select it from the squad menu (s) and press 't' until the desired alert level is selected, or go to the alert menu (m then a), highlight the correct alert level in the left pane, then highlight the correct squad in the middle pane, then press Shift-Enter.<br />
<br />
==Scheduling==<br />
<br />
Each squad can be given a schedule to follow for an entire year. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen. <br />
<br />
On the main scheduling page, you will see a list of months on the left side, and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the / and * numpad keys. You can use the + and - numpad keys to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate up and down the month list, and the left/right arrow keys to navigate between the squads. The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.<br />
<br />
When you press 'e', a screen will come up saying something like 'o: Train'. Press o to change the order's type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|Burrow}}, {{L|Station}}, or {{L|Route}}. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to and press Enter. It should be highlighted in green. When you are done, press Shift-Enter to save the order and return to the schedule screen.<br />
<br />
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.<br />
<br />
To eliminate some of the tedium in scheduling many months, you can copy-past orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one. <br />
<br />
By pressing Shift-Tab in the main military screen, you can flip the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=v0.31:Military&diff=77471v0.31:Military2010-04-01T17:46:04Z<p>Valdemar: /* Scheduling */</p>
<hr />
<div>{{AV}}<br />
<br />
Just a quick aid for confused players, please reformat this, anyone who knows more:<br />
<br />
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.<br />
The squad defaults to training all the time (see its 's'chedule on the military screen).<br />
To actually make them train, though, you need to activate them: 's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.<br />
You also need to create a barracks from a bed, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.<br />
<br />
==Alert levels==<br />
<br />
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.<br />
<br />
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.<br />
<br />
Each alert level also carries instructions for military dwarves when it is activated. Unlike the civilian level, which applies to your entire fort, the military alert level can be set individually for each squad. To set a squad to an alert level, either select it from the squad menu (s) and press 't' until the desired alert level is selected, or go to the alert menu (m then a), highlight the correct alert level in the left pane, then highlight the correct squad in the middle pane, then press Shift-Enter.<br />
<br />
==Scheduling==<br />
<br />
Each squad can be given a schedule to follow for an entire year. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen. <br />
<br />
On the main scheduling page, you will see a list of months on the left side, and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the / and * numpad keys. Use the up/down arrow keys to navigate up and down the month list, and the left/right arrow keys to navigate between the squads. The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.<br />
<br />
When you press 'e', a screen will come up saying something like 'o: Train'. Press o to change the order's type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|Burrow}}, {{L|Station}}, or {{L|Route}}. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to and press Enter. It should be highlighted in green. When you are done, press Shift-Enter to save the order and return to the schedule screen.<br />
<br />
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=v0.31:Military&diff=77464v0.31:Military2010-04-01T17:38:42Z<p>Valdemar: continue writing about scheduling</p>
<hr />
<div>{{AV}}<br />
<br />
Just a quick aid for confused players, please reformat this, anyone who knows more:<br />
<br />
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.<br />
The squad defaults to training all the time (see its 's'chedule on the military screen).<br />
To actually make them train, though, you need to activate them: 's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.<br />
You also need to create a barracks from a bed, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.<br />
<br />
==Alert levels==<br />
<br />
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.<br />
<br />
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.<br />
<br />
Each alert level also carries instructions for military dwarves when it is activated. Unlike the civilian level, which applies to your entire fort, the military alert level can be set individually for each squad. To set a squad to an alert level, either select it from the squad menu (s) and press 't' until the desired alert level is selected, or go to the alert menu (m then a), highlight the correct alert level in the left pane, then highlight the correct squad in the middle pane, then press Shift-Enter.<br />
<br />
==Scheduling==<br />
<br />
Each squad can be given a schedule to follow for an entire year. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen. <br />
<br />
On the main scheduling page, you will see a list of months on the left side, and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the / and * numpad keys. Use the up/down arrow keys to navigate up and down the month list, and the left/right arrow keys to navigate between the squads. The text displayed on each cell (like 'Train') is a completely text; it does NOT reflect the actual orders in the cell! The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=v0.31:Military&diff=77444v0.31:Military2010-04-01T17:27:46Z<p>Valdemar: begin writing about alerts</p>
<hr />
<div>{{AV}}<br />
<br />
Just a quick aid for confused players, please reformat this, anyone who knows more:<br />
<br />
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.<br />
The squad defaults to training all the time (see its 's'chedule on the military screen).<br />
To actually make them train, though, you need to activate them: 's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.<br />
You also need to create a barracks from a bed, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.<br />
<br />
==Alert levels==<br />
<br />
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.<br />
<br />
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User_talk:Valdemar&diff=60440User talk:Valdemar2010-01-02T18:28:21Z<p>Valdemar: </p>
<hr />
<div>== Dwarf Companion Disfunctional ==<br />
<br />
I'm having massive problems getting both the normal version and your own version of the program working. Please look at the utility's talk page and see if you can help. The utility presents no data, and no option to collect data, only a few buttons with no function. [[User:Jwguy|Jwguy]] 22:30, 29 May 2009 (UTC)<br />
<br />
==Suggestion==<br />
Perhaps I'm overly efficient in some things, but it would seem needless to have the AHK link in there past the introduction at the top. (Not to mention, it would probably discourage any other <s>unneeded</s> "helpful" edits to your page.) --[[User:N9103|Edward]] 06:14, 28 April 2008 (EDT)<br />
<br />
==Dwarf Companion EXE doesn't work==<br />
The latest EXE download available is version 0.17c, and it completely fails to run - "G:\dwarfort\companion\library.zip\dwarfdbg.py:89: DeprecationWarning: raising a string exception is deprecated", followed by a stack trace and "can't guess offsets if not PE" (even though the game is running, albeit in Adventurer mode). Not sure if it's a bug within DC itself or if the included Python runtimes got updated and are no longer compatible. --[[User:Quietust|Quietust]] 18:06, 2 January 2010 (UTC)<br />
:What version of DF are you running? I believe DC 0.17c is only for DF 40d16. Plain 40d requires [http://www.pindi.us/files/df/dfcompanion-0.16-exe.zip DC version 0.16]. --[[User:Valdemar|Valdemar]] 18:28, 2 January 2010 (UTC)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&diff=53961Utility:Dwarf Companion2009-10-05T21:27:39Z<p>Valdemar: new version 0.16 exe</p>
<hr />
<div>[[Category:Utilities]]<br />
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]<br />
= What? =<br />
<br />
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?<br />
<br />
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.<br />
<br />
It supports versions 33d to 40d, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].<br />
<br />
= Important warning =<br />
When fiddling with DF memory, you might get crashes. Here are two important advices:<br />
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game<br />
* do not teleport creatures that are hauling<br />
<br />
= Self-packaged executables =<br />
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run "dfcompanion_prototype.exe" to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:<br />
* revealVeins.exe - run with no arguments to reveal all vein tiles<br />
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)<br />
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]<br />
* changeProfession.exe - run through command prompt like "changeProfession [id] [profession]" where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)<br />
<br />
[http://www.pindi.us/files/df/dfcompanion-0.16-exe.zip Download (Version 0.16)].<br />
<br />
= How =<br />
You need to install several things first. Do it right, or it will not work.<br />
<br />
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)<br />
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest "Gtk+/Win32 Runtime Environment Installer"<br />
<br />
* For users of the -any versions, or python 2.4 users, you must:<br />
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)<br />
** Grab the software at [http://bartabox.banquise.net/df/companion-0.16-any.zip this place].<br />
<br />
* Double click on "dfcompanion_prototype.py"!<br />
<br />
An installer that contains all needed modules can be found here:<br />
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html<br />
<br />
= Problems? =<br />
* Some black window flashes and nothing happens!<br />
You should run it from the command line. Start / run / cmd.exe. Then type<br />
----<br />
cd c:\where\companion\is\located\<br />
dfcompanion_prototype.py<br />
----<br />
<br />
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.<br />
<br />
* The error message is something about a not finding pygtk, pycairo or pygobject<br />
You didn't install properly the 3 modules at the pygtk site (see link in the how section).<br />
<br />
* The error messages says it can't find a dll<br />
The GTK runtime environment is not properly installed.<br />
<br />
* The error messages says something like "g_assert_warning not found in libglib-2.0.0.dll"<br />
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\<br />
<br />
= Usage - what can you do? =<br />
First run Dwarf Fortress, and load your game. It won't work otherwise.<br />
<br />
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column "alerts" so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:<br />
* clicking "heal", heals creature<br />
* clicking "hurt", hurts creature<br />
* clicking "apply", saves the following changes:<br />
** position X,Y,Z<br />
** strength, agility, toughness<br />
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!<br />
** pain, exhaustion, hunger, thirst, drowsiness<br />
** race (still needs to be tested!)<br />
** mood type (fey, macabre, ...), and mood skill increased<br />
<br />
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.<br />
<br />
= Random questions =<br />
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.<br />
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.<br />
<br />
= dwarfdbg scripts =<br />
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.<br />
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all "unintersted" cats and kitten as ready for slaughter.<br />
* Soon, the "designator", with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]<br />
<br />
= Changelog =<br />
* utils.zip : initial test, some bugs with accents<br />
* utils.0.1.zip : corrected problem with bad characters<br />
* utils.0.2.zip : corrected problem with long strings<br />
* utils.0.3.zip : corrected problem with creatures not in legends<br />
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g<br />
* companion.0.5-any.zip - 07/01/2008<br />
** Skill edition<br />
** Removed the dependency on pydbg, should now work with python 2.x<br />
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...<br />
** More details in the flags names<br />
** Disabled the regular refreshes for now<br />
** Body part name is resolved when showing damages<br />
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore<br />
** Civilization altering (steal that merchant swordsman!)<br />
* companion.0.6-any.zip - 22/01/2008<br />
** Better error handling for Window users, should help debugging ...<br />
** Firstname and nickname editor (finally)<br />
** Money warnings, and money cheat<br />
** Combat reports in DF mode<br />
** Bleeding/Paralysis/ ... can be tweaked<br />
** "Opinion poll"<br />
** More details<br />
** Instamood!<br />
* companion.0.7-any.zip - 07/02/2008<br />
** Couples list<br />
** Name editor<br />
** Right click / zoom now works<br />
** Support for 38a<br />
* companion.0.8-any.zip - 13/02/2008<br />
** Removal of the couple list, should hopefully fix bugs<br />
** Several scripts for more fun<br />
** Better support for stuff<br />
** Should be "final" of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script<br />
* companion.0.9-any.zip - 18/02/2008<br />
** Quick update to fix for the new DF version.<br />
* companion.0.9-any.zip - 26/02/2008<br />
** Another quick fix for 38b<br />
* companion.0.12-any.zip - 18/07/2008<br />
** tons of changes, this specific version just keeps up with DF<br />
* companion.0.13-any.zip - 18/08/2008<br />
** compatibility with 39f, should not work with previous versions<br />
** zoom feature is disabled, because of UI changes<br />
** added bugged slow reveal script :)<br />
* companion.0.14-any.zip - 14/09/2008<br />
** zoom is back<br />
** custom alerts are easier to add<br />
** corrected the map offsets, added a "revealVein.py" script<br />
* companion.0.15-any.zip<br />
** linux support is back<br />
** and now, it is fast<br />
* companion.0.16-any.zip - 05/10/2009<br />
** solves bug with additionnal languages<br />
<br />
= thanks =<br />
* the memory hackers!<br />
* Phil, for the clever python tricks<br />
* Corbine, for early testings, bug discovery, and flags discovery<br />
* sinoth, for early testings, bug discovery<br />
<br />
[[Category:Hacking]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Soap&diff=2747140d:Soap2009-08-06T17:03:11Z<p>Valdemar: remove redundant value info</p>
<hr />
<div>'''Soap''' is manufactured at the [[alchemist's laboratory]] from animal [[tallow]] and [[lye]]. It appears to have no current use except as a [[trade]] item or to build constructs out of. It can become quite valuable as its [[value]] is 25 multiplied by the [MODVALUE:] of the creature whose fat it is made from. This means that soaping is a good way to get value out of [[megabeast]] fat. For example, soap made from dragon tallow is worth 1250☼. Soap does not get a quality bonus.<br />
<br />
Constructions made from soap require the [[masonry]] labor to build.<br />
<br />
Soap is one of many materials that results in a light gray tile or building.<br />
<br />
[[Category:Materials]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_developer_interviews&diff=41879List of Dwarf Fortress developer interviews2009-06-20T17:42:46Z<p>Valdemar: </p>
<hr />
<div>==Developer Interviews==<br />
<br />
As Dwarf Fortress grows, more and more people are becoming interested in the behind-the-scenes workings of not only the game itself, but the lives and trails of the developers. Many websites now have interviews with Toady, providing unique insights into the design and development of the Dwarf Fortress game.<br />
<br />
===Interviews===<br />
<br />
[http://www.bay12games.com/media/mspa_forum_call.mp3 Languidiir/A Madman interview] (4 hours long; 50 MB mp3 file)<br />
<br />
[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php Gamasutra: The Making of Dwarf Fortress]<br />
<br />
[http://www.frontrowcrew.com/?p=491 GeekNights interview]<br />
<br />
[http://slangdesign.com/rppr/2008/05/interview/rppr-interview-with-tarn-adams-creator-of-dwarf-fortress/ Roleplaying Public Radio Audio Interview] - [[RPPR Transcript]]<br />
<br />
[http://darkdiamond.net/features/dark-diamond-interview-tarn-adams-technical-issues-editiondraft/ DarkDiamond 60 minutes interview]<br />
<br />
[[Category: Game development]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar&diff=26723User:Valdemar2009-06-09T23:30:23Z<p>Valdemar: fix formatting</p>
<hr />
<div>I have created several macros and utilities for DF, mostly in [http://www.autohotkey.com AutoHotKey] and [http://www.python.org Python].<br />
<br />
===Auto-designation Macro===<br />
<br />
My auto-designation macro has been superseded by joelpt's [http://www.bay12games.com/forum/index.php?topic=35931.0 Quickfort]. See the linked forum thread for details.<br />
<br />
===Dwarf Companion Exe Version===<br />
I maintain an exe version of [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] with no dependencies. The most current download link is on that page in the "Self-packaged executables" section.<br />
<br />
===Rewall Macro===<br />
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with [http://www.autohotkey.com AutoHotKey]. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.<br />
<br />
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with.<br />
<br />
[[User:Valdemar/Rewall Macro|View/Download Code]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar&diff=26722User:Valdemar2009-06-09T23:29:34Z<p>Valdemar: </p>
<hr />
<div>I have created several macros and utilities for DF, mostly in [http://www.autohotkey.com AutoHotKey] and [http://www.python.org Python].<br />
<br />
===Auto-designation Macro===<br />
<br />
My auto-designation macro has been superseded by joelpt's [Quickfort http://www.bay12games.com/forum/index.php?topic=35931.0]. See the linked forum thread for details.<br />
<br />
===Dwarf Companion Exe Version===<br />
I maintain an exe version of [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] with no dependencies. The most current download link is on that page in the "Self-packaged executables" section.<br />
<br />
===Rewall Macro===<br />
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with [http://www.autohotkey.com AutoHotKey]. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.<br />
<br />
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with.<br />
<br />
[[User:Valdemar/Rewall Macro|View/Download Code]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Skill&diff=233040d:Skill2009-04-10T01:42:23Z<p>Valdemar: /* List of fortress mode skills */ sentence was confusing</p>
<hr />
<div>The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of experience points (XP). Once the XP reach the amount required for the next level, the rank will increase.<br />
<br />
The highest skill or skills of a [[dwarf]] determines their [[jobs|profession]].<br />
<br />
== Skill ranks ==<br />
<br />
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level. <br />
<br />
Although [[Legendary]] is the highest skill level displayed, there are actually five skill levels above it. These higher skill levels are known to have an effect on [[item quality]]; a Legendary dwarf will make masterpiece items 15% of the time, on average, where a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time). Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.<br />
<br />
You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000 XP before their eighth [[attribute]] if they have no other skills -- so when they get eight attributes, they are at Legendary+5. Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining attributes by using a skill that has long since topped out.<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0"<br />
|-<br />
| width="33%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| Dabbling || align="right" | 1<br />
|-<br />
| Novice || align="right" | 500<br />
|-<br />
| ''No label'' || align="right" | 1100<br />
|-<br />
| Competent || align="right" | 1800<br />
|-<br />
| Skilled || align="right" | 2600<br />
|-<br />
| Proficient || align="right" | 3500<br />
|-<br />
| Talented || align="right" | 4500<br />
|}<br />
| width="33%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| Adept || align="right" | 5600<br />
|-<br />
| Expert || align="right" | 6800<br />
|-<br />
| Professional || align="right" | 8100<br />
|-<br />
| Accomplished || align="right" | 9500<br />
|-<br />
| Great || align="right" | 11000<br />
|-<br />
| Master || align="right" | 12600<br />
|-<br />
| High Master || align="right" | 14300<br />
|}<br />
| width="33%" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| Grand Master || align="right" | 16100<br />
|-<br />
| Legendary || align="right" | 18000<br />
|-<br />
| Legendary+1 || align="right" | 20000<br />
|-<br />
| Legendary+2 || align="right" | 22100<br />
|-<br />
| Legendary+3 || align="right" | 24300<br />
|-<br />
| Legendary+4 || align="right" | 26600<br />
|-<br />
| Legendary+5 || align="right" | 29000<br />
|}<br />
|}<br />
<br />
== List of fortress mode skills ==<br />
<br />
The following list of skills is grouped by the professions they fall in. Each skill has a corresponding [[labor]] which is usually named similarly. There are several notable exceptions:<br />
<br />
{| {{prettytable}}<br />
|-<br />
! Skill !! Labor<br />
|-<br />
| Ambusher || Hunting<br />
|-<br />
| Bowyer || Crossbow-making <br />
|-<br />
| Building designer || Architecture<br />
|-<br />
| Engraver || Stone detailing<br />
|-<br />
| Grower || Farming (fields)<br />
|-<br />
| Herbalist || Plant gathering<br />
|-<br />
| Metalsmith || Blacksmithing<br />
|-<br />
| Thresher || Plant processing<br />
|}<br />
<br />
"Professions" determine only the color of the [[dwarf]] and their profession name if you haven't set it yourself.<br />
<br />
{| style="margin: 0 auto"<br />
|-<br />
| valign='top' |<br />
<br />
{{Skill Box|Miner|#bbb|#bbb|<br />
* [[Miner]]<br />
}}<br />
<br />
{{Skill Box|Woodworker|#ff2|#ff6|<br />
* [[Bowyer]]<br />
* [[Carpenter]]<br />
* [[Wood cutter]]<br />
}}<br />
<br />
{{Skill Box|Stoneworker|#fff|#fff|<br />
* [[Engraver]]<br />
* [[Mason]]<br />
}}<br />
<br />
{{Skill Box|Ranger|#282|#484|<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Trapper]]<br />
}}<br />
<br />
{{Skill Box|Metalsmith|#888|#888|<br />
* [[Armorsmith]]<br />
* [[Furnace operator]]<br />
* [[Metal crafter]]<br />
* [[Metalsmith]]<br />
* [[Weaponsmith]]<br />
}}<br />
<br />
{{Skill Box|Jeweler|#2f2|#6f6|<br />
* [[Gem cutter]]<br />
* [[Gem setter]]<br />
}}<br />
<br />
{{Skill Box|Craftsdwarf|#22f|#66f|<br />
* [[Bone carver]]<br />
* [[Clothier]]<br />
* [[Glassmaker]]<br />
* [[Leatherworker]]<br />
* [[Stone crafter]]<br />
* [[Weaver]]<br />
* [[Wood crafter]]<br />
* [[Strand extractor]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|Administrator|#828|#848|<br />
* [[Appraiser]]<br />
* [[Building designer]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
}}<br />
<br />
{{Skill Box|Fishery Worker|#228|#448|<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
}}<br />
<br />
{{Skill Box|Farmer|#882|#884|<br />
* [[Brewer]]<br />
* [[Butcher]]<br />
* [[Cheese maker]]<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Grower]]<br />
* [[Herbalist]]<br />
* [[Lye maker]]<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]<br />
* [[Soaper]]<br />
* [[Tanner]]<br />
* [[Thresher]]<br />
* [[Wood burner]]<br />
}}<br />
<br />
{{Skill Box|Engineer|#f22|#f66|<br />
* [[Mechanic]]<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|''No profession''|#288|#488|<br />
<br />
''Military skills''<br />
* [[Armor user]]<br />
* [[Axedwarf]]<br />
* [[Hammerdwarf]]<br />
* [[Macedwarf]]<br />
* [[Marksdwarf]]<br />
* [[Shield user]]<br />
* [[Speardwarf]]<br />
* [[Swordsdwarf]]<br />
* [[Wrestler]]<br />
<br />
''Social skills''<br />
* [[Comedian]]<br />
* [[Consoler]]<br />
* [[Conversationalist]]<br />
* [[Flatterer]]<br />
* [[Intimidator]]<br />
* [[Judge of intent]]<br />
* [[Liar]]<br />
* [[Negotiator]]<br />
* [[Pacifier]]<br />
* [[Persuader]]<br />
<br />
''Other skills''<br />
* [[Swimmer]]<br />
* [[Thrower]]<br />
}}<br />
<br />
|}<br />
<br />
== Job Management ==<br />
To view a list of every [[dwarf]] and significant creature ([[Elf]], [[Goblin]], [[dog]], livestock, etc.) and the job they are currently performing, press {{k|u}} and from there, if you want to order specific jobs to be done in bigger amounts, press {{k|m}}. You can order up to 30 of single job from the manager screen. To see a list of all jobs and [[dwarves]] doing them press {{k|j}}.<br />
<br />
<br />
[[Category:Skills|*]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Gold&diff=1401740d:Gold2009-04-06T02:01:20Z<p>Valdemar: </p>
<hr />
<div>{{Metal|name=Gold|color=#FF0|bgcolor=#880<br />
|properties=<br />
* [[Material value]] 30<br />
|ore=<br />
* [[Gold nuggets]]<br />
|uses=<br />
* Make [[black bronze]] at [[smelter]]<br />
* Make [[rose gold]] at [[smelter]]<br />
* Make [[electrum]] at [[smelter]]<br />
* [[Metalsmith's forge|Metal crafting]]<br />
}}<br />
<br />
'''Gold''' is a valuable [[metal]]. [[Native gold]] [[ore]] is a source of [[gold nuggets]], which can be [[smelting|smelted]] into gold [[bar]]s.<br />
However, making [[native gold]] items is more advisable because it only takes one gold nugget to make a piece of furniture, as opposed to three bars of gold metal. <br />
<br />
'''Gold''' can be used for minting at a [[metalsmith's forge]], creating [[coin]]s used in the [[economy]] system. Using coins as trade goods is not advisable as they have no [[quality]] levels.<br />
<br />
Another use of '''gold''' is to build [[furniture]] such as [[statue]]s to be displayed all over a fortress, or to build [[road]]s and/or [[bridge]]s of great [[value]].<br />
<br />
[[category:metals]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&diff=33092Utility:Dwarf Companion2009-01-12T01:29:55Z<p>Valdemar: add link back to my user page</p>
<hr />
<div>[[Category:Utilities]]<br />
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]<br />
= What? =<br />
<br />
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?<br />
<br />
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.<br />
<br />
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].<br />
<br />
= Important warning =<br />
When fiddling with DF memory, you might get crashes. Here are two important advices:<br />
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game<br />
* do not teleport creatures that are hauling<br />
<br />
= Self-packaged executables =<br />
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run "dfcompanion_prototype.exe" to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:<br />
* revealVeins.exe - run with no arguments to reveal all vein tiles<br />
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)<br />
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]<br />
* changeProfession.exe - run through command prompt like "changeProfession [id] [profession]" where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)<br />
<br />
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].<br />
<br />
= How =<br />
You need to install several things first.<br />
<br />
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)<br />
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest "Gtk+/Win32 Runtime Environment Installer"<br />
<br />
* For users of the -any versions, or python 2.4 users, you must:<br />
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)<br />
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].<br />
<br />
* Double click on "dfcompanion_prototype.py"!<br />
<br />
An installer that contains all needed modules can be found here:<br />
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html<br />
<br />
= Problems? =<br />
* Some black window flashes and nothing happens!<br />
You should run it from the command line. Start / run / cmd.exe. Then type<br />
----<br />
cd c:\where\companion\is\located\<br />
dfcompanion_prototype.py<br />
----<br />
<br />
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.<br />
<br />
* The error message is something about a not finding pygtk, pycairo or pygobject<br />
You didn't install properly the 3 modules at the pygtk site (see link in the how section).<br />
<br />
* The error messages says it can't find a dll<br />
The GTK runtime environment is not properly installed.<br />
<br />
* The error messages says something like "g_assert_warning not found in libglib-2.0.0.dll"<br />
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\<br />
<br />
= Usage - what can you do? =<br />
First run Dwarf Fortress, and load your game. It won't work otherwise.<br />
<br />
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column "alerts" so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:<br />
* clicking "heal", heals creature<br />
* clicking "hurt", hurts creature<br />
* clicking "apply", saves the following changes:<br />
** position X,Y,Z<br />
** strength, agility, toughness<br />
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!<br />
** pain, exhaustion, hunger, thirst, drowsiness<br />
** race (still needs to be tested!)<br />
** mood type (fey, macabre, ...), and mood skill increased<br />
<br />
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.<br />
<br />
= dwarfdbg scripts =<br />
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.<br />
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all "unintersted" cats and kitten as ready for slaughter.<br />
* Soon, the "designator", with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]<br />
<br />
= Changelog =<br />
* utils.zip : initial test, some bugs with accents<br />
* utils.0.1.zip : corrected problem with bad characters<br />
* utils.0.2.zip : corrected problem with long strings<br />
* utils.0.3.zip : corrected problem with creatures not in legends<br />
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g<br />
* companion.0.5-any.zip - 07/01/2008<br />
** Skill edition<br />
** Removed the dependency on pydbg, should now work with python 2.x<br />
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...<br />
** More details in the flags names<br />
** Disabled the regular refreshes for now<br />
** Body part name is resolved when showing damages<br />
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore<br />
** Civilization altering (steal that merchant swordsman!)<br />
* companion.0.6-any.zip - 22/01/2008<br />
** Better error handling for Window users, should help debugging ...<br />
** Firstname and nickname editor (finally)<br />
** Money warnings, and money cheat<br />
** Combat reports in DF mode<br />
** Bleeding/Paralysis/ ... can be tweaked<br />
** "Opinion poll"<br />
** More details<br />
** Instamood!<br />
* companion.0.7-any.zip - 07/02/2008<br />
** Couples list<br />
** Name editor<br />
** Right click / zoom now works<br />
** Support for 38a<br />
* companion.0.8-any.zip - 13/02/2008<br />
** Removal of the couple list, should hopefully fix bugs<br />
** Several scripts for more fun<br />
** Better support for stuff<br />
** Should be "final" of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script<br />
* companion.0.9-any.zip - 18/02/2008<br />
** Quick update to fix for the new DF version.<br />
* companion.0.9-any.zip - 26/02/2008<br />
** Another quick fix for 38b<br />
* companion.0.12-any.zip - 18/07/2008<br />
** tons of changes, this specific version just keeps up with DF<br />
* companion.0.13-any.zip - 18/08/2008<br />
** compatibility with 39f, should not work with previous versions<br />
** zoom feature is disabled, because of UI changes<br />
** added bugged slow reveal script :)<br />
* companion.0.14-any.zip - 14/09/2008<br />
** zoom is back<br />
** custom alerts are easier to add<br />
** corrected the map offsets, added a "revealVein.py" script<br />
<br />
= thanks =<br />
* the memory hackers!<br />
* Phil, for the clever python tricks<br />
* Corbine, for early testings, bug discovery, and flags discovery<br />
* sinoth, for early testings, bug discovery<br />
<br />
[[Category:Hacking]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar&diff=26721User:Valdemar2009-01-12T01:27:17Z<p>Valdemar: reorganization of user page</p>
<hr />
<div>I have created several macros and utilities for DF, mostly in [http://www.autohotkey.com AutoHotKey] and [http://www.python.org Python].<br />
<br />
===Auto-designation Macro===<br />
<br />
Auto-designation macro 3.0 is in the works. This will be an update of version 1.0 with a nice GUI and image to CSV conversion. Unfortunately, version 2.0 was too buggy and changes to DF's map structure have completely broken it.<br />
<br />
===Dwarf Companion Exe Version===<br />
I maintain an exe version of [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] with no dependencies. The most current download link is on that page in the "Self-packaged executables" section.<br />
<br />
===Rewall Macro===<br />
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with [http://www.autohotkey.com AutoHotKey]. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.<br />
<br />
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with.<br />
<br />
[[User:Valdemar/Rewall Macro|View/Download Code]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&diff=33091Utility:Dwarf Companion2009-01-12T01:14:20Z<p>Valdemar: revise exe section</p>
<hr />
<div>[[Category:Utilities]]<br />
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]<br />
= What? =<br />
<br />
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?<br />
<br />
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.<br />
<br />
It supports versions 33d and later. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].<br />
<br />
= Important warning =<br />
When fiddling with DF memory, you might get crashes. Here are two important advices:<br />
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game<br />
* do not teleport creatures that are hauling<br />
<br />
= Self-packaged executables =<br />
There is an executable version available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run "dfcompanion_prototype.exe" to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:<br />
* revealVeins.exe - run with no arguments to reveal all vein tiles<br />
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)<br />
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]<br />
* changeProfession.exe - run through command prompt like "changeProfession [id] [profession]" where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)<br />
<br />
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].<br />
<br />
= How =<br />
You need to install several things first.<br />
<br />
* [http://www.python.org/download/ Python] (works with any version, 2.5 is prefered)<br />
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest "Gtk+/Win32 Runtime Environment Installer"<br />
<br />
* For users of the -any versions, or python 2.4 users, you must:<br />
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)<br />
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].<br />
<br />
* Double click on "dfcompanion_prototype.py"!<br />
<br />
An installer that contains all needed modules can be found here:<br />
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html<br />
<br />
= Problems? =<br />
* Some black window flashes and nothing happens!<br />
You should run it from the command line. Start / run / cmd.exe. Then type<br />
----<br />
cd c:\where\companion\is\located\<br />
dfcompanion_prototype.py<br />
----<br />
<br />
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.<br />
<br />
* The error message is something about a not finding pygtk, pycairo or pygobject<br />
You didn't install properly the 3 modules at the pygtk site (see link in the how section).<br />
<br />
* The error messages says it can't find a dll<br />
The GTK runtime environment is not properly installed.<br />
<br />
* The error messages says something like "g_assert_warning not found in libglib-2.0.0.dll"<br />
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\<br />
<br />
= Usage - what can you do? =<br />
First run Dwarf Fortress, and load your game. It won't work otherwise.<br />
<br />
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column "alerts" so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:<br />
* clicking "heal", heals creature<br />
* clicking "hurt", hurts creature<br />
* clicking "apply", saves the following changes:<br />
** position X,Y,Z<br />
** strength, agility, toughness<br />
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!<br />
** pain, exhaustion, hunger, thirst, drowsiness<br />
** race (still needs to be tested!)<br />
** mood type (fey, macabre, ...), and mood skill increased<br />
<br />
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.<br />
<br />
= dwarfdbg scripts =<br />
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.<br />
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all "unintersted" cats and kitten as ready for slaughter.<br />
* Soon, the "designator", with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]<br />
<br />
= Changelog =<br />
* utils.zip : initial test, some bugs with accents<br />
* utils.0.1.zip : corrected problem with bad characters<br />
* utils.0.2.zip : corrected problem with long strings<br />
* utils.0.3.zip : corrected problem with creatures not in legends<br />
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g<br />
* companion.0.5-any.zip - 07/01/2008<br />
** Skill edition<br />
** Removed the dependency on pydbg, should now work with python 2.x<br />
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...<br />
** More details in the flags names<br />
** Disabled the regular refreshes for now<br />
** Body part name is resolved when showing damages<br />
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore<br />
** Civilization altering (steal that merchant swordsman!)<br />
* companion.0.6-any.zip - 22/01/2008<br />
** Better error handling for Window users, should help debugging ...<br />
** Firstname and nickname editor (finally)<br />
** Money warnings, and money cheat<br />
** Combat reports in DF mode<br />
** Bleeding/Paralysis/ ... can be tweaked<br />
** "Opinion poll"<br />
** More details<br />
** Instamood!<br />
* companion.0.7-any.zip - 07/02/2008<br />
** Couples list<br />
** Name editor<br />
** Right click / zoom now works<br />
** Support for 38a<br />
* companion.0.8-any.zip - 13/02/2008<br />
** Removal of the couple list, should hopefully fix bugs<br />
** Several scripts for more fun<br />
** Better support for stuff<br />
** Should be "final" of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script<br />
* companion.0.9-any.zip - 18/02/2008<br />
** Quick update to fix for the new DF version.<br />
* companion.0.9-any.zip - 26/02/2008<br />
** Another quick fix for 38b<br />
* companion.0.12-any.zip - 18/07/2008<br />
** tons of changes, this specific version just keeps up with DF<br />
* companion.0.13-any.zip - 18/08/2008<br />
** compatibility with 39f, should not work with previous versions<br />
** zoom feature is disabled, because of UI changes<br />
** added bugged slow reveal script :)<br />
* companion.0.14-any.zip - 14/09/2008<br />
** zoom is back<br />
** custom alerts are easier to add<br />
** corrected the map offsets, added a "revealVein.py" script<br />
<br />
= thanks =<br />
* the memory hackers!<br />
* Phil, for the clever python tricks<br />
* Corbine, for early testings, bug discovery, and flags discovery<br />
* sinoth, for early testings, bug discovery<br />
<br />
[[Category:Hacking]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User_talk:Senso&diff=795User talk:Senso2008-03-23T19:53:11Z<p>Valdemar: figured out where the tips are actually coming from</p>
<hr />
<div>I used to go by the name Admin on the previous wiki.<br />
<br />
Contact Info<br />
<br />
- sensoz@gmail.com<br />
<br />
- PM me on SA: Senso<br />
<br />
== A request ==<br />
<br />
Hullo! I've got a request that's fairly minor, though it's something only doable by an admin - copying the 'collapsible tables' code from Wikipedia's [http://en.wikipedia.org/wiki/MediaWiki:Common.js MediaWiki:Common.js] to [[MediaWiki:Common.js]] (or might have to be [[MediaWiki:Monobook.js]], I'm not sure if the configuration on this particular install is different). This would mainly be for the benefit of things like [[Template:Creatures]], to keep them as useful (go directly to related pages without loading a category page in-between) but without taking so much space on the screen. --[[User:Sukael|Sukael]] 15:50, 29 October 2007 (EDT)<br />
<br />
: Done. --[[User:Senso|Senso]] 16:20, 29 October 2007 (EDT)<br />
<br />
:: Thanks! As you can see at [[Template:Creatures]], it looks to be working perfectly. --[[User:Sukael|Sukael]] 21:12, 29 October 2007 (EDT)<br />
<br />
:::That's pretty fucking sweet. I didn't even know you could do that with MediaWiki. :)<br />
<br />
== Wikipedia links ==<br />
<br />
I've just noticed that when I'm not logged in, a link to a random Wikipedia help topic appears on every page in small font in the upper right. Is there any way to disable it? Most of the topics I've seen so far are pretty specific to Wikipedia and don't really belong here. --[[User:Peristarkawan|Peristarkawan]] 15:28, 1 November 2007 (EDT)<br />
<br />
:Yes, it's annoying - I'll look into it. It seems to be well hidden into an obscure CSS file. --[[User:Senso|Senso]] 16:33, 1 November 2007 (EDT)<br />
<br />
:I don't know what's causing it, but putting this in [[MediaWiki:Monobook.css]] should hide it:<br />
div#anontip{<br />
display:none;<br />
}<br />
:--[[User:Valdemar|Valdemar]] 21:13, 15 March 2008 (EDT)<br />
<br />
::Thanks, this seems to have fixed it. If you still see the links, do a full refresh. --[[User:Senso|Senso]] 10:28, 18 March 2008 (EDT)<br />
<br />
:::The wiki looks weird to me now. The page is rendered under the left toolbar, making it impossible to read and click links on that side.[http://i210.photobucket.com/albums/bb192/TurgidBolk/dfwikimessed.png screenshot]. It's with skins besides Monobook, and it looks fine in IE (but not in Opera). Is there some way I can fix it? If not, I could just live with another skin I suppose. --[[User:Turgid Bolk|Turgid Bolk]] 22:56, 18 March 2008 (EDT)<br />
<br />
::::I have the same problem (I use Opera as my main browser), I fired off an e-mail to Senso so he can fix it. It's incredibly annoying right now. &mdash;[[User:Rick|Rick]] 02:23, 19 March 2008 (EDT)<br />
<br />
:::::'''It should be fixed now''', my apologies. I had put the code in Monobook's main CSS file so I removed it. If you still have issues, clear your browser cache and refresh the website. --[[User:Senso|Senso]] 08:37, 20 March 2008 (EDT)<br />
<br />
::::I've removed it. It works perfectly fine in Firefox but since it breaks Opera, I'll try to find a permanent solution, in the monobook CSS files directly. --[[User:Senso|Senso]] 15:48, 19 March 2008 (EDT)<br />
<br />
::I've found out what's actually causing it. In [[MediaWiki:Common.js]] there's this line:<br />
<code><pre><br />
document.getElementById("contentSub").innerHTML +='<div style="position:absolute; z-index:100; right:100px; top:0px;" class="metadata" id="anontip"><div style="text-align:right; font-size:87%">•&nbsp;<i>' + messageEdu[whichMessageEdu] + '</i>&nbsp;•</div></div>';<br />
</pre></code><br />
Just remove it (search for 'anontip') and the tips should go away. (Alternately, you could change the "messageEdu[x] = 'foo';" lines to Dwarf Fortress related lines =) --[[User:Valdemar|Valdemar]] 15:53, 23 March 2008 (EDT)<br />
<br />
== Old Bloodline article in main namespace ==<br />
<br />
There is probably an article named [[Bloodline:Outpost Ducimemal]] in the main namespace that redirects to Outpost Ducimemal, which in turn redirects to the Bloodline namespaced Outpost Ducimemal. This is causing some confusion on the double redirects page. Is there any way to fix this? I can't seem to get at the mainspaced article to fix the redirect (though it would probably best be just to delete it). --[[User:Shagie|Shagie]] 20:20, 6 November 2007 (EST)<br />
<br />
:Thanks, I've deleted [[Outpost Ducimemal]], which was a redirect to [[Bloodline:Outpost Ducimemal]] since I added the namespace. I don't think [[Bloodline:Outpost Ducimemal]] redirects to anything. --[[User:Senso|Senso]] 22:27, 6 November 2007 (EST)<br />
:: It now shows up in [[Special:BrokenRedirects]]. This page exists from prior to the bloodline namespace being created and thus was in the main namespace but is now effectively masked by the bloodline namespace article. --[[User:Shagie|Shagie]] 13:32, 7 November 2007 (EST)<br />
:::The MediaWiki manual has some instructions on [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces#Dealing_with_existing_pages dealing with this]. --[[User:Peristarkawan|Peristarkawan]] 15:11, 7 November 2007 (EST)<br />
::::Even easier: I've manually deleted the redirects in MySQL. --[[User:Senso|Senso]] 15:35, 7 November 2007 (EST)<br />
<br />
== Database wiredness ==<br />
<br />
Since you've fixed this before...<br />
<br />
[[Special:Special pages]] -> [[Special:Lonelypages|Orphaned Pages]] -> How do I stop my retarded miners falling in channels as they dig them?<br />
<br />
This gets redirected to ''How do I stop miners from falling in channels as they dig them?'' - however, it is not the same one you go to if you hit that page directly or through the FAQ. --[[User:Shagie|Shagie]] 18:52, 6 December 2007 (EST)<br />
<br />
:I'm looking into this. It seems that putting the '?' character in the title tends to break things.<br />
<br />
== Vandal ==<br />
<br />
We have a user blanking the main page and replacing it with racist slurs. [[Special:Contributions/spanky]]. [[User:VengefulDonut|VengefulDonut]] 11:25, 9 March 2008 (EDT) <br />
<br />
Hi. [[User:Billdauterive]] ([[Special:Contributions/Billdauterive|contribs]]) keeps reverting the [[Goblin]] article to call them "pedophiles". Could you block his account or ban him, at least temporarily? After five edits it's just annoying. --[[User:Turgid Bolk|Turgid Bolk]] 14:35, 12 December 2007 (EST)<br />
:I have reported it on [[SpamReport]] also, mirroring the old page on the old Wiki. If something like this happen again, should I come here to report it instead? --[[User:Eagle of Fire|Eagle of Fire]] 15:24, 12 December 2007 (EST)<br />
<br />
::I'm watching both pages but I'd say [[SpamReport]] is better. I've warned the guy, I'll block him if he does it again. --[[User:Senso|Senso]] 15:32, 12 December 2007 (EST)<br />
<br />
Just to make sure that you were aware of it, please take knowledge of this matter posted on the main DF forum: [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001513]]. --[[User:Eagle of Fire|Eagle of Fire]] 21:17, 1 January 2008 (EST)<br />
:Seems to have been taken care of... --[[User:N9103|Edward]] 12:23, 25 February 2008 (EST)<br />
::Yes, the day after this was posted. :) --[[User:Senso|Senso]] 11:50, 26 February 2008 (EST)<br />
<br />
== SVG ==<br />
<br />
I can't upload SVG images. Is this deliberate, or an oversight? --[[User:Savok|Savok]] 11:44, 5 February 2008 (EST)<br><br />
<font color=#eee><small>I don't actually have any SVG images to upload, but I expect that some diagrams will be SVG if possible.</small></font><br />
<br />
:I'll look into this but I think it's disabled by default. I'd need to install a plugin to have full SVG support. --[[User:Senso|Senso]] 11:22, 7 February 2008 (EST)<br />
<br />
== Wiki logo in upper-left corner ==<br />
<br />
I just noticed that it is a resize, and shows, so I put together another version tile-by-tile with the tiles 5x8 (which isn't quite the 8x12 ratio; it is compressed horizontally by 6.25%). --[[User:Savok|Savok]] 15:05, 5 February 2008 (EST)<br><br />
[[Image:WikiLogo_4fa619.png]]<br />
<br />
:Thanks, I've replaced the old logo. --[[User:Senso|Senso]] 11:20, 7 February 2008 (EST)<br />
<br />
== Odd. ==<br />
<br />
[http://imgplace.com/image/view/50645bd2d36fb631cef55c91c6b4f016 This] shouldn't be happening.<br><br />
Not the strange colors - that's GIF. The left-hand menu is placed far below where it should be. --[[User:Savok|Savok]] 10:45, 20 March 2008 (EDT)<br />
<br />
:Here too, and it is really annoying --[[User:Nitem4re|Nitem4re]] 16:58, 20 March 2008 (EDT)<br />
<br />
::Should be fine now, do a full refresh. Let me know if other problems remain. --[[User:Senso|Senso]] 12:18, 22 March 2008 (EDT)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User_talk:Senso&diff=781User talk:Senso2008-03-16T01:13:15Z<p>Valdemar: /* Wikipedia links */ idea for hiding tips</p>
<hr />
<div>I used to go by the name Admin on the previous wiki.<br />
<br />
Contact Info<br />
<br />
- sensoz@gmail.com<br />
<br />
- PM me on SA: Senso<br />
<br />
== A request ==<br />
<br />
Hullo! I've got a request that's fairly minor, though it's something only doable by an admin - copying the 'collapsible tables' code from Wikipedia's [http://en.wikipedia.org/wiki/MediaWiki:Common.js MediaWiki:Common.js] to [[MediaWiki:Common.js]] (or might have to be [[MediaWiki:Monobook.js]], I'm not sure if the configuration on this particular install is different). This would mainly be for the benefit of things like [[Template:Creatures]], to keep them as useful (go directly to related pages without loading a category page in-between) but without taking so much space on the screen. --[[User:Sukael|Sukael]] 15:50, 29 October 2007 (EDT)<br />
<br />
: Done. --[[User:Senso|Senso]] 16:20, 29 October 2007 (EDT)<br />
<br />
:: Thanks! As you can see at [[Template:Creatures]], it looks to be working perfectly. --[[User:Sukael|Sukael]] 21:12, 29 October 2007 (EDT)<br />
<br />
:::That's pretty fucking sweet. I didn't even know you could do that with MediaWiki. :)<br />
<br />
== Wikipedia links ==<br />
<br />
I've just noticed that when I'm not logged in, a link to a random Wikipedia help topic appears on every page in small font in the upper right. Is there any way to disable it? Most of the topics I've seen so far are pretty specific to Wikipedia and don't really belong here. --[[User:Peristarkawan|Peristarkawan]] 15:28, 1 November 2007 (EDT)<br />
<br />
:Yes, it's annoying - I'll look into it. It seems to be well hidden into an obscure CSS file. --[[User:Senso|Senso]] 16:33, 1 November 2007 (EDT)<br />
<br />
:I don't know what's causing it, but putting this in [[MediaWiki:Monobook.css]] should hide it:<br />
div#anontip{<br />
display:none;<br />
}<br />
--[[User:Valdemar|Valdemar]] 21:13, 15 March 2008 (EDT)<br />
<br />
== Old Bloodline article in main namespace ==<br />
<br />
There is probably an article named [[Bloodline:Outpost Ducimemal]] in the main namespace that redirects to Outpost Ducimemal, which in turn redirects to the Bloodline namespaced Outpost Ducimemal. This is causing some confusion on the double redirects page. Is there any way to fix this? I can't seem to get at the mainspaced article to fix the redirect (though it would probably best be just to delete it). --[[User:Shagie|Shagie]] 20:20, 6 November 2007 (EST)<br />
<br />
:Thanks, I've deleted [[Outpost Ducimemal]], which was a redirect to [[Bloodline:Outpost Ducimemal]] since I added the namespace. I don't think [[Bloodline:Outpost Ducimemal]] redirects to anything. --[[User:Senso|Senso]] 22:27, 6 November 2007 (EST)<br />
:: It now shows up in [[Special:BrokenRedirects]]. This page exists from prior to the bloodline namespace being created and thus was in the main namespace but is now effectively masked by the bloodline namespace article. --[[User:Shagie|Shagie]] 13:32, 7 November 2007 (EST)<br />
:::The MediaWiki manual has some instructions on [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces#Dealing_with_existing_pages dealing with this]. --[[User:Peristarkawan|Peristarkawan]] 15:11, 7 November 2007 (EST)<br />
::::Even easier: I've manually deleted the redirects in MySQL. --[[User:Senso|Senso]] 15:35, 7 November 2007 (EST)<br />
<br />
== Database wiredness ==<br />
<br />
Since you've fixed this before...<br />
<br />
[[Special:Special pages]] -> [[Special:Lonelypages|Orphaned Pages]] -> How do I stop my retarded miners falling in channels as they dig them?<br />
<br />
This gets redirected to ''How do I stop miners from falling in channels as they dig them?'' - however, it is not the same one you go to if you hit that page directly or through the FAQ. --[[User:Shagie|Shagie]] 18:52, 6 December 2007 (EST)<br />
<br />
:I'm looking into this. It seems that putting the '?' character in the title tends to break things.<br />
<br />
== Vandal ==<br />
<br />
We have a user blanking the main page and replacing it with racist slurs. [[Special:Contributions/spanky]]. [[User:VengefulDonut|VengefulDonut]] 11:25, 9 March 2008 (EDT) <br />
<br />
Hi. [[User:Billdauterive]] ([[Special:Contributions/Billdauterive|contribs]]) keeps reverting the [[Goblin]] article to call them "pedophiles". Could you block his account or ban him, at least temporarily? After five edits it's just annoying. --[[User:Turgid Bolk|Turgid Bolk]] 14:35, 12 December 2007 (EST)<br />
:I have reported it on [[SpamReport]] also, mirroring the old page on the old Wiki. If something like this happen again, should I come here to report it instead? --[[User:Eagle of Fire|Eagle of Fire]] 15:24, 12 December 2007 (EST)<br />
<br />
::I'm watching both pages but I'd say [[SpamReport]] is better. I've warned the guy, I'll block him if he does it again. --[[User:Senso|Senso]] 15:32, 12 December 2007 (EST)<br />
<br />
Just to make sure that you were aware of it, please take knowledge of this matter posted on the main DF forum: [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001513]]. --[[User:Eagle of Fire|Eagle of Fire]] 21:17, 1 January 2008 (EST)<br />
:Seems to have been taken care of... --[[User:N9103|Edward]] 12:23, 25 February 2008 (EST)<br />
::Yes, the day after this was posted. :) --[[User:Senso|Senso]] 11:50, 26 February 2008 (EST)<br />
<br />
== SVG ==<br />
<br />
I can't upload SVG images. Is this deliberate, or an oversight? --[[User:Savok|Savok]] 11:44, 5 February 2008 (EST)<br><br />
<font color=#eee><small>I don't actually have any SVG images to upload, but I expect that some diagrams will be SVG if possible.</small></font><br />
<br />
:I'll look into this but I think it's disabled by default. I'd need to install a plugin to have full SVG support. --[[User:Senso|Senso]] 11:22, 7 February 2008 (EST)<br />
<br />
== Wiki logo in upper-left corner ==<br />
<br />
I just noticed that it is a resize, and shows, so I put together another version tile-by-tile with the tiles 5x8 (which isn't quite the 8x12 ratio; it is compressed horizontally by 6.25%). --[[User:Savok|Savok]] 15:05, 5 February 2008 (EST)<br><br />
[[Image:WikiLogo_4fa619.png]]<br />
<br />
:Thanks, I've replaced the old logo. --[[User:Senso|Senso]] 11:20, 7 February 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&diff=33235Utility Talk:Dwarf Companion2008-03-16T00:39:18Z<p>Valdemar: </p>
<hr />
<div>Things I've noticed with tinkering around in 33g.<br />
*"invade?" tag toggles prone position for the target.<br />
*0x1.7(4th row) places and removes the target from the royal guard.<br />
*0x2.7(4th row) places and removes the target from the fortress guard.<br />
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.<br />
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.<br />
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.<br />
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a "winded" effect appear on the dwarf. 0x2.7 seems to wear off after a short time.<br />
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.<br />
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.<br />
*0x8.5(7th row) makes the unit a "visitor" on the unit list. Behaves friendly, not sure what it does otherwise.<br />
<br />
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.<br />
Also, that "staring off into the distance" mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)<br />
<br />
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the "creator of" text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December 2007 (EST)<br />
<br />
<br />
<br />
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)<br />
<br />
<br />
== Feature requests! ==<br />
<br />
You suggested we put feature requests in the wiki discussion page, so here they are!<br />
* From sphir: "Any plans on map-related modules? e.g.<br />
**one button designate cut tree after recording the regions.<br />
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)<br />
**additional "bookmarks", jump to creature (esp dead creatures, which cannot be done in game)<br />
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)<br />
**add foreman.exe-like macro job management by profession?"<br />
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)<br />
* and mine: "alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely."<br />
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)<br />
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)<br />
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items. --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)<br />
::Likes and recent "events" are next on my list of stuff to reverse. I would especially like to display a summary of all "bad mood stuff" that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)<br />
<br />
== Bugs ==<br />
<br />
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].<br />
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008<br />
<br />
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile. --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)<br />
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)<br />
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)<br />
<br />
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:<br />
http://80.60.190.55/pics/dfcbug.jpg<br />
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.<br />
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)<br />
<br />
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying "The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll"--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)<br />
: It sounds like you did not install the latest "gtk runtime environment" [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)<br />
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)<br />
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)<br />
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)<br />
<br />
== 0x4000 ==<br />
<br />
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)<br />
<br />
:Better give it some Compazine, then. *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)<br />
<br />
<br />
==How exactly do I run this?==<br />
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)<br />
: you should run dfcomapnion_prototype.py, as stated in the main page!<br />
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)<br />
<br />
==Unable to run on win2000===<br />
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.<br />
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)<br />
<br />
==Tracebacks for version .7==<br />
<br />
F:\Python25\GTK>dfcompanion_prototype.py<br />
version v0.27.169.88a, pid 3676, player 0<br />
0 words loaded<br />
Traceback (most recent call last):<br />
File "F:\Python25\GTK\dfcompanion_prototype.py", line 390, in <module><br />
DFcmp = DFcompanion()<br />
File "F:\Python25\GTK\dfcompanion_prototype.py", line 336, in __init__<br />
self.dd = dwarfdbg()<br />
File "F:\Python25\GTK\dwarfdbg.py", line 92, in __init__<br />
self.getWords()<br />
File "F:\Python25\GTK\dwarfdbg.py", line 208, in getWords<br />
lptr = self.getLong(vec2[1]+race*4)<br />
File "F:\Python25\GTK\dwarfdbg.py", line 104, in getLong<br />
return struct.unpack("L", self.dbg.read(ptr, 4))[0]<br />
File "F:\Python25\GTK\dfwin32.py", line 81, in read<br />
raise WinError()<br />
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory<br />
request was completed.<br />
<br />
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)<br />
<br />
==Terrain Replication==<br />
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)<br />
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I "officially" release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)<br />
<br />
<br />
== Dwarf Companion - Cheating Fun in Adventure Mode! ==<br />
<br />
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. "What if you could do stuff with this program in Adventure mode?" <br />
<br />
Well, it turns out that you can. By turning on the program and hitting the "All Creatures" box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.<br />
<br />
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a<br />
<br />
I hope this strikes as interesting / useful for the future!<br />
<br />
== Won't Run ==<br />
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:<br />
<br />
version generic version, pid 5740, player a6<br />
2103 words loaded<br />
race 0 loaded<br />
race 1 loaded<br />
race 2 loaded<br />
race 3 loaded<br />
Traceback (most recent call last):<br />
File "C:\companion\dfcompanion_prototype.py", line 402, in <module><br />
DFcmp = DFcompanion()<br />
File "C:\companion\dfcompanion_prototype.py", line 396, in __init__<br />
self.initList()<br />
File "C:\companion\dfcompanion_prototype.py", line 123, in initList<br />
list = self.dd.getCreatures(self.showmode,dead=self.showdead)<br />
File "C:\companion\dwarfdbg.py", line 814, in getCreatures<br />
col = self.getCreature(c)<br />
File "C:\companion\dwarfdbg.py", line 480, in getCreature<br />
c.events = self.getEvents(c)<br />
File "C:\companion\dwarfdbg.py", line 154, in getEvents<br />
events.append( [p, eventName[p], id] )<br />
KeyError: 212<br />
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)<br />
<br />
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)<br />
<br />
== 176.38a not work ==<br />
D:\games\1non company made\dwarf\utility\companion 0.10>dfcompanion_prototype.py<br />
<br />
version generic version, pid 5352, player a6<br />
2103 words loaded<br />
race 0 loaded<br />
race 1 loaded<br />
race 2 loaded<br />
race 3 loaded<br />
Traceback (most recent call last):<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py", line 402, in <module><br />
DFcmp = DFcompanion()<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py", line 396, in __init__<br />
self.initList()<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py", line 123, in initList<br />
list = self.dd.getCreatures(self.showmode,dead=self.showdead)<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py", line 835, in getCreatures<br />
col = self.getCreature(c)<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py", line 446, in fresh getCreature<br />
slist = self.getSkills(c)<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py", line 328, in getSkills<br />
skptr = self.getLong(skillptr)<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py", line 125, in getLong<br />
return struct.unpack("L", self.dbg.read(ptr, 4))[0]<br />
File "D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py", line 81, in read<br />
raise WinError()<br />
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.<br />
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)<br />
<br />
== 176.38b not running ==<br />
<br />
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:<br />
<br />
C:\Spill\Dwarf Fortress\companion>dfcompanion_prototype.py<br />
version generic version, pid 2828, player a6<br />
2103 words loaded<br />
race 0 loaded<br />
race 1 loaded<br />
race 2 loaded<br />
race 3 loaded<br />
<br />
When trying to run in 176.38b I get:<br />
<br />
C:\Spill\Dwarf Fortress\companion>dfcompanion_prototype.py<br />
version generic version, pid 544, player a6<br />
2103 words loaded<br />
race 0 loaded<br />
race 1 loaded<br />
race 2 loaded<br />
race 3 loaded<br />
Traceback (most recent call last):<br />
File "C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py", line 402, in <module><br />
DFcmp = DFcompanion()<br />
File "C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py", line 396, in __init__<br />
self.initList()<br />
File "C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py", line 123, in initList<br />
list = self.dd.getCreatures(self.showmode,dead=self.showdead)<br />
File "C:\Spill\Dwarf Fortress\companion\dwarfdbg.py", line 814, in getCreatures<br />
col = self.getCreature(c)<br />
File "C:\Spill\Dwarf Fortress\companion\dwarfdbg.py", line 446, in getCreature<br />
bpname = self.getBodyPart(c, i)<br />
File "C:\Spill\Dwarf Fortress\companion\dwarfdbg.py", line 322, in getBodyPart<br />
bpv = self.getVec(c.bpNames)<br />
File "C:\Spill\Dwarf Fortress\companion\dwarfdbg.py", line 119, in getVec<br />
return struct.unpack("LLLL", self.dbg.read(ptr, 16))<br />
File "C:\Spill\Dwarf Fortress\companion\dfwin32.py", line 81, in read<br />
raise WinError()<br />
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.<br />
<br />
<br />
Another problem from someone else:<br />
<br />
Err, nevermind; was using 0.8 version of companion; my bad. I get the same as above with 0.9.<br />
<br />
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)<br />
<br />
== Version 0.10-any ==<br />
<br />
Companion 0.10-any works with 176.38c for me. However, I had to copy the "pygtk" subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)<br />
<br />
== 176.38b stopped working ==<br />
<br />
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes). Here's what it does:<br />
<br />
<br />
version generic version, pid 2732, player a6<br />
2103 words loaded<br />
race 0 loaded<br />
race 1 loaded<br />
race 2 loaded<br />
race 3 loaded<br />
Traceback (most recent call last):<br />
File "dfcompanion_prototype.py", line 402, in <module><br />
DFcmp = DFcompanion()<br />
File "dfcompanion_prototype.py", line 396, in __init__<br />
self.initList()<br />
File "dfcompanion_prototype.py", line 123, in initList<br />
list = self.dd.getCreatures(self.showmode,dead=self.showdead)<br />
File "C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py", line 835, in getCreatures<br />
col = self.getCreature(c)<br />
File "C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py", line 502, in getCreature<br />
c.events = self.getEvents(c)<br />
File "C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py", line 170, in getEvents<br />
events.append( [p, eventName[p], id] )<br />
KeyError: 214<br />
<br />
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, "Unknown") as a failsafe to stop these from happening? That way new events wouldn't break everything.<br />
<br />
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)<br />
<br />
Actually, I just made this modification and another error popped up immediately after:<br />
<br />
version generic version, pid 2732, player a6<br />
2103 words loaded<br />
race 0 loaded<br />
race 1 loaded<br />
race 2 loaded<br />
race 3 loaded<br />
Traceback (most recent call last):<br />
File "dfcompanion_prototype.py", line 402, in <module><br />
DFcmp = DFcompanion()<br />
File "dfcompanion_prototype.py", line 396, in __init__<br />
self.initList()<br />
File "dfcompanion_prototype.py", line 123, in initList<br />
list = self.dd.getCreatures(self.showmode,dead=self.showdead)<br />
File "C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py", line 837, in getCreatures<br />
self.eventList[ event[0] ][1] += 50/event[2]<br />
IndexError: list index out of range<br />
<br />
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.<br />
<br />
I changed lines 820-822, which are:<br />
<br />
self.eventList = range(212)<br />
for i in range(212):<br />
self.eventList[i] = [i,0,[],eventName[i]]<br />
<br />
Into this:<br />
<br />
self.eventList = [[i,0,[],eventName.get(i, "??")]<br />
for i in xrange(215)]<br />
<br />
The companion appears to work now for me, but as I said, it's a total hack.<br />
<br />
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)<br />
<br />
== Error ocurring (something with gdk and cairo and a .dll) ==<br />
<br />
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) <br /><br />
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)<br />
<br />
starting the "dfcompanion_prototype.py" from the any or the py2.5 package returns the following error:<br />
<br />
"Der Prozedureinsprungpunkt "gdk_cairo_set_source_pixmap" wurde in der DLL "libgdk-win32-2.0-0.dll" nicht gefunden"<br />
read:"could't find the routine entry point [...] in the dll[...]"<br />
<br />
downloading a .dll from the net changes the error slightly,<br />
now "gdk_cairo_create" is missing instead of "gdk_cairo_set_source_pixmap"<br />
<br />
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x<br />
<br />
Q<br />
<br />
== Import Error: No module named ctypes - 0.8 and 1.0 ==<br />
<br />
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]<br />
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&diff=37301User talk:Bartavelle/DesignatorTiles2008-02-14T23:18:25Z<p>Valdemar: </p>
<hr />
<div>Been experimenting with this<br />
<br />
db 09000 0, db 29000 0, db 49000 0, db 69000 0, db 89000 0, db a9000 0, db c9000 0, db e9000 0<br />
<br />
All give the same tile a rough, dark, inside, subterranean obsidian wall. All save db 09000 0 were found naturally occurring in the map.<br />
The patten of numbers continues up ie, db 109000 0 db, 129000 0 etc.<br />
<br />
The same values were found and worked on various z levels, and could all be found naturally on different z levels that contained obsidian.<br />
<br />
Further testing gives: db 19000 0 ,db 39000 0, db 59000 0, makes the tile rough, dark, outside, subterranean obsidian wall<br />
This continues up in a similar pattern to that above.<br />
<br />
Smoothing changes only the first value, only checked a few dozen tiles but I had values from 133 to 145. 144 seemed to be an extremely common value though this may be due to tiles altered during the previous bout of testing.<br />
:Each different type of displayed tile has a different number. For example, horizontal, vertical, and each corner smoothed tile have different first values. --[[User:Valdemar|Valdemar]] 18:18, 14 February 2008 (EST)<br />
<br />
Damp/warm states don't seem to be included in these values as damp/warm tiles were changed in material without affecting their state. Existing damp/warm tiles held the same values as those found elsewhere.<br />
--[[User:Metalax|Metalax]] 07:35, 13 February 2008 (EST)<br />
<br />
I've figured out almost all of the designation flags (the second number). See my page at [[User:Valdemar/Designation_Flags]]. --[[User:Valdemar|Valdemar]] 18:18, 14 February 2008 (EST)<br />
<br />
== How the hell do I use this? ==<br />
<br />
Yeah. --[[User:GreyMario|GreyMario]] 00:03, 14 February 2008 (EST)<br />
:Nevermind, figured it out. --[[User:GreyMario|GreyMario]] 00:43, 14 February 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar/Designation_Flags&diff=37278User:Valdemar/Designation Flags2008-02-12T21:41:35Z<p>Valdemar: New page: 00000000000011101001000000000000 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 33222222222211111111119876543210 1098765432109876543210 {| class="wikitable" |- ! Flag ( 1 << x) ! Meaning ! Notes |-...</p>
<hr />
<div> 00000000000011101001000000000000<br />
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^<br />
33222222222211111111119876543210<br />
1098765432109876543210<br />
<br />
{| class="wikitable"<br />
|-<br />
! Flag ( 1 << x)<br />
! Meaning<br />
! Notes<br />
|-<br />
| 0-2<br />
| Depth<br />
| Expressed as binary number<br />
|-<br />
| 3<br />
| Stockpile<br />
| Changing has no effect<br />
|-<br />
| 4-6<br />
| Designation<br />
| See table at bottom<br />
|-<br />
| 7<br />
| Smooth Stone<br />
| Means Carve Fortifications on already smoothed walls<br />
|-<br />
| 8<br />
| Engrave Stone<br />
| Means Smooth Stone on unsmoothed walls<br />
|-<br />
| 9<br />
| Hidden<br />
| <br />
|-<br />
| 10-13<br />
| Some kind of ID<br />
| Changing this sometimes changes the type of stone <br />
|-<br />
| 14<br />
| Light<br />
| Dark if false<br />
|-<br />
| 15<br />
| Subterrenean<br />
| Above Ground if false<br />
|-<br />
| 16<br />
| Outside<br />
| Inside if false<br />
|-<br />
| 17-10<br />
| <br />
| <br />
|-<br />
| 21<br />
| Magma<br />
| Differentiates between water and magma; 1=magma 0=water<br />
|-<br />
| 22<br />
| Aquifer<br />
| Walls will seep water when 1<br />
|-<br />
| 23<br />
| Rain<br />
| Colors tiles blue like when rain has just hit<br />
|-<br />
| 24-25<br />
| Traffic Designation<br />
| 00 = Normal 01 = Low 10 = High 11 = Restricted<br />
|-<br />
| 26<br />
| Liquid<br />
| Does not seem to be required for a liquid but is always set<br />
|-<br />
| 27-31<br />
| <br />
| <br />
|}<br />
<br />
Designations:<br />
<br />
001 = Mine <br />
010 = U/D Stair<br />
011 = Channel<br />
100 = Up Ramp<br />
101 = Down Stair<br />
110 = Up Stair<br />
<br />
I don't think damp or warm is stored in the tile at all; cloning a warm tile to a non-warm place results in a non-warm tile, and cloning one from a non-warm place to a warm one results in a warm tile.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&diff=2580140d:Bedroom design2008-01-28T23:26:36Z<p>Valdemar: added square/line images from the old wiki</p>
<hr />
<div>{{old|0.23.130.23a}}<br />
There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.<br />
<br />
Many of the designs shown here were taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000432 this forum post].<br />
<br />
== Plain square design ==<br />
<br />
If it is 2&times;2, 3&times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.<br />
<br />
[[Image:square_bedroom.png]]<br />
<br />
== Line design ==<br />
<br />
Line designs have the advantage of being very space efficient and very adaptative. From 1&times;1 to 1&times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.<br />
<br />
[[Image:line_bedroom.png]]<br />
<br />
== Fractal designs ==<br />
<br />
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.<br />
<br />
[[image:Raynard_square_delight1.png]] [[image:Raynard_square_delight2.png]]<br />
<br />
[[image:Raynard_whirlpool_housing.png]]<br />
<br />
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]<br />
<br />
[[Image:SavokisLeaf08a032.png]]<br />
<br />
[[image:Andrelius_Windmill_Villas.png]]<br />
<br />
[[image:4bh0r53n_h-fractal.jpg]]<br />
<br />
== '''THLawrence's Living Pods''' ==<br />
<br />
Apartment<br />
╔══╦══╦══╦══╗<br />
║..║..║..║..║<br />
║.D╩D.║.D╩D.║<br />
╠═╣X╠═╬═╣X╠═╣<br />
║.D╦D.║.D╦D.║<br />
║..║..║..║..║<br />
╠══╬══╬══╬══╣<br />
║..║..║..║..║<br />
║.D╩D.║.D╩D.║<br />
╠═╣X╠═╬═╣X╠═╣<br />
║.D╦D.║.D╦D.║<br />
║..║..║..║..║<br />
╚══╩══╩══╩══╝<br />
<br />
Lobby<br />
╔══╦══╦══╦══╗..<br />
║..║..║..║..║..<br />
║.D╩D.║.D╩D.║..<br />
╠═╣X╚═╩═╝X╚═╝..<br />
║.D╗...........<br />
║..║...........<br />
╠══╣.....╔══╗..<br />
║..║.....║..║..<br />
║.D╝.....╚D.║..<br />
╠═╣X╔═╦═╗X╠═╣..<br />
║.D╦D.║.D╦D.║..<br />
║..║..║..║..║..<br />
╚══╩══╩══╩══╝..<br />
<br />
<br />
Put this above each other and get very useful living space.<br />
<br />
{{Buildings}}</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=File:Line_bedroom.png&diff=36205File:Line bedroom.png2008-01-28T23:24:47Z<p>Valdemar: </p>
<hr />
<div></div>Valdemarhttps://dwarffortresswiki.org/index.php?title=File:Square_bedroom.png&diff=36204File:Square bedroom.png2008-01-28T23:24:32Z<p>Valdemar: </p>
<hr />
<div></div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&diff=2579740d:Bedroom design2008-01-26T17:01:05Z<p>Valdemar: why did you revert this? Communal and T-shaped designs are obsolete now that dwarves walk in diagonals. (Communals are still possible, but the section and picture should be redone)</p>
<hr />
<div>{{old|0.23.130.23a}}<br />
There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.<br />
<br />
Many of the designs shown here were taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000432 this forum post].<br />
<br />
== Plain square design ==<br />
<br />
If it is 2&times;2, 3&times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.<br />
<br />
== Line design ==<br />
<br />
Line designs have the advantage of being very space efficient and very adaptative. From 1&times;1 to 1&times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.<br />
<br />
<br />
== Fractal designs ==<br />
<br />
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.<br />
<br />
[[image:Raynard_square_delight1.png]] [[image:Raynard_square_delight2.png]]<br />
<br />
[[image:Raynard_whirlpool_housing.png]]<br />
<br />
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]<br />
<br />
[[Image:SavokisLeaf08a032.png]]<br />
<br />
[[image:Andrelius_Windmill_Villas.png]]<br />
<br />
[[image:4bh0r53n_h-fractal.jpg]]<br />
<br />
{{Buildings}}</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&diff=1119240d Talk:Magma2008-01-26T01:03:23Z<p>Valdemar: </p>
<hr />
<div>Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)<br />
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)<br />
<br />
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?<br />
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.<br />
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)<br />
<br />
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)<br />
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)<br />
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this "cap", I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)<br />
<br />
== Temperature ==<br />
<br />
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)<br />
<br />
==Flow?==<br />
<br />
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)<br />
<br />
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007<br />
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)<br />
<br />
==Criteria for Magma Buildings==<br />
<br />
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus? I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]<br />
<br />
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)<br />
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Cheating&diff=807040d:Cheating2008-01-25T15:37:23Z<p>Valdemar: though it sound cool, 'virii' is not a word</p>
<hr />
<div>=Reaction Additions=<br />
All additions to the Raw Files require a new world to be created.<br />
Generally speaking, *modifications* to an existing entry in a Raw File don't require a new world.<br />
Worlds created before the addition are not playable unless the previous version of the Raw File is restored.<br />
<br />
==Easy Adamantine==<br />
Add this:<br />
<br />
[REACTION:ADAMANTINE_WAFERS]<br />
<br />
[NAME:make adamantine wafers]<br />
<br />
[SMELTER]<br />
<br />
[REAGENT]<br />
<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]<br />
<br />
Into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.<br />
<br />
==Make stone into logs==<br />
<br />
[REACTION:FREE_WOOD]<br />
<br />
[NAME:stone to wood]<br />
<br />
[SMELTER]<br />
<br />
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]<br />
<br />
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]<br />
<br />
<br />
Same as above, just add this to reaction_standard.txt. As with any mod, you must generate a new seed.<br />
<br />
=River freeze=<br />
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.<br />
<br />
=Savescumming=<br />
<br />
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.<br />
<br />
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].<br />
<br />
=Memory Editing=<br />
<br />
''[[:Memory editing|Main article: Memory editing]]''<br />
<br />
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. <br />
<br />
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.<br />
<br />
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.<br />
<br />
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.<br />
<br />
<br />
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.<br />
<br />
{| style="width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;"<br />
|+ style="color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center" | '''Links'''<br />
|- <br />
! style="text-align: left; padding: 0.1em 0.5em" | Various Memory Hacking Tools:<br />
| [http://wpepro.net/index.php?categoryid=9&p13_sectionid=1&p13_fileid=79?&category=3 WPE Pro/PermEdit/Tsearch], [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],<br />
[http://cheatengine.org/?t=38984 Cheat Engine]<br />
|}<br />
[[Category:Guides]]<br />
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Decoration&diff=1614740d:Decoration2008-01-25T15:34:24Z<p>Valdemar: added value of decorations</p>
<hr />
<div>A decorative image raises the [[value]] of an object by adding another material to the base item. Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]].<br />
<br />
An object may be decorated with any number of materials, provided the materials are of different types. For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice.<br />
<br />
You cannot specify an specific object for a dwarf to decorate. Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with. The exception is with encrusting gems, where you are able to specify a category of goods to be decorated.<br />
<br />
;Bone, Shell<br />
: Objects can be decorated with bone or shell at a craftdwarf's workshop. Requires [[bone carving]].<br />
<br />
;Gem<br />
: Objects can be encrusted with cut gems (and cut glass) at a jeweler's workshop. You may specify whether to decorate furniture, finished goods or ammo. Requires [[gem setting]].<br />
<br />
;Metal studs<br />
: Objects can be studded with various metals at a metalsmith's forge. Requires [[metalcrafting]]. This does not require fuel.<br />
<br />
;Cloth<br />
: Cloth images (both plant fiber and silk) can be sewn onto clothing items and bags at a clothier's shop. Cloth images can only be sewn onto bags or quivers that are empty. Requires [[clothier]]. <br />
<br />
;Leather<br />
: Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]] and a leatherworker's shop.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Item_value&diff=2178040d:Item value2008-01-25T15:30:29Z<p>Valdemar: </p>
<hr />
<div>Value is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.<br />
<br />
==Base Values of Items==<br />
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for wood. A wood log, however, uses the base value for wood.<br />
{| style="border-spacing: 0"<br />
|- style="vertical-align: top; background-color: #EEE"<br />
! Value<br />
! Items<br />
|- style="vertical-align: top"<br />
|0||Waste materials - [[Bone]], [[Shell]] etc<br />
|- style="vertical-align: top"<br />
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s<br />
|- style="vertical-align: top"<br />
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Wood]] etc<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|4||[[Plants]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|5||[[Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|6||[[Thread]]<br />
|- style="vertical-align: top"<br />
|7||[[Cloth]]<br />
|- style="vertical-align: top"<br />
|10||All [[furniture]] except statues , All [[craft]]s, All [[clothes]], [[Decoration]]s, [[Prepared meals]], [[Buckler]]s<br />
|- style="vertical-align: top"<br />
|15||[[Shoes]], [[Boot]]s, [[Shield]]s, [[Helm]]s, [[Gauntlet]]s, [[Leggings]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|20||[[Leather]] Armor, [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|25||[[Statue]]s, [[Window]]s<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts<br />
|- style="vertical-align: top"<br />
|60||[[Chain Mail]]<br />
|- style="vertical-align: top"<br />
|100||[[Plate Mail]], [[Anvil]]s<br />
<br />
|}<br />
<br />
==Material Multipliers==<br />
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the multiplier for wood. A wood log also uses the multiplier for wood.<br />
{| style="border-spacing: 0"<br />
|- style="vertical-align: top; background-color: #EEE"<br />
! Multiplier<br />
! Materials<br />
|- style="vertical-align: top"<br />
|1||Common [[Stone]], [[Wood]], [[Cloth]], [[Leather]], [[Bone]], [[Shell]]<br />
|- style="vertical-align: top"<br />
|2||[[Limestone]], [[Chalk]], [[Copper]], [[Tin]], Green [[Glass]], [[Silk]], [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]<br />
|- style="vertical-align: top"<br />
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|4||[[Pearlash]], [[Trifle pewter]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|6||[[Billon]], [[Bismuth bronze]]<br />
|- style="vertical-align: top"<br />
|7||[[Brass]]<br />
|- style="vertical-align: top"<br />
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]<br />
|- style="vertical-align: top"<br />
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|11||[[Black bronze]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]<br />
|- style="vertical-align: top"<br />
|23||[[Rose gold]]<br />
|- style="vertical-align: top"<br />
|25||[[Indigo tourmaline]], [[Clear zircon]]<br />
|- style="vertical-align: top"<br />
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]<br />
|- style="vertical-align: top; background-color: #EEE"<br />
|250||[[Raw adamantine]]<br />
|- style="vertical-align: top"<br />
|300||[[Adamantine]]<br />
|}<br />
<br />
==Decorations==<br />
<br />
Your craftsdwarves can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the quality of the decoration, and added to the value of the item. For example, a gold stud would be worth 10 base value for the decoration times the 30 material multiplier for the gold: 300☼.<br />
<br />
<br />
==Examples==<br />
{| style="border-spacing: 0"<br />
|-<br />
! Base Object<br />
!<br />
! Material<br />
!<br />
! Quality<br />
!<br />
! Final Value<br />
|-<br />
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼<br />
|-<br />
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼<br />
|-<br />
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼<br />
|-<br />
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼<br />
|-<br />
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼<br />
|}</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&diff=3527640d Talk:Attribute2008-01-22T00:32:37Z<p>Valdemar: New page: ==Which Attribute?== What determines which attribute you get when you gain an attribute? Is it random, does it follow a preset order, or does it depend on which skills you've been increas...</p>
<hr />
<div>==Which Attribute?==<br />
<br />
What determines which attribute you get when you gain an attribute? Is it random, does it follow a preset order, or does it depend on which skills you've been increasing? --[[User:Valdemar|Valdemar]] 19:32, 21 January 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Soil&diff=286740d:Soil2008-01-08T23:45:02Z<p>Valdemar: Updated with a list of soils and color parsed from the raws. Some of the colors look a little off, so they should be checked and changed.</p>
<hr />
<div>Soil is the name for the various kinds of ground that can be planted on without [[irrigation]] using [[water]].<br />
<br />
<br />
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
<br />
|-<br />
! Name<br />
! Tile<br />
<br />
|-<br />
|Clay||{{Raw Tile|▓|#800000|#808000}}<br />
|-<br />
|Silty Clay||{{Raw Tile|▓|#800000|#c0c0c0}}<br />
|-<br />
|Sandy Clay||{{Raw Tile|▒|#800000|#808000}}<br />
|-<br />
|Clay Loam||{{Raw Tile|▒|#800000|#c0c0c0}}<br />
|-<br />
|Sandy Clay Loam||{{Raw Tile|░|#800000|#808000}}<br />
|-<br />
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}<br />
|-<br />
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}<br />
|-<br />
|Sandy Loam||{{Raw Tile|░|#ffff00|#808000}}<br />
|-<br />
|Silt Loam||{{Raw Tile|▒|#808000|#c0c0c0}}<br />
|-<br />
|Loamy Sand||{{Raw Tile|▒|#ffff00|#808000}}<br />
|-<br />
|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}<br />
|-<br />
|Tan Sand||{{Raw Tile|≈|#ffff00|#800000}}<br />
|-<br />
|Yellow Sand||{{Raw Tile|≈|#ffff00|#808000}}<br />
|-<br />
|White Sand||{{Raw Tile|≈|#ffffff|#808000}}<br />
|-<br />
|Black Sand||{{Raw Tile|≈|#808080|#808000}}<br />
|-<br />
|Red Sand||{{Raw Tile|≈|#ff0000|#800000}}<br />
|-<br />
|Pelagic Clay||{{Raw Tile|░|#800000|#808000}}<br />
|-<br />
|Calcareous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}<br />
|-<br />
|Siliceous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}<br />
<br />
|}<br />
<br />
Loam does not appear to support trees or plants. Loam can be found adjacent to rivers and brooks, along with [[pebbles]].<br />
<br />
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to rock types, soil type names appear in the same shade of brown as farm plots, and are usually closest to the top of the list, and thus, closest to the surface of the ground. <!-- belongs in fortress-starting article --><br />
<br />
Note, however, that you may only plant cave flora if the tile is marked "Indoors." To check this, go to the tile in {{k|k}} mode. <!-- belongs in a farming article --><br />
<br />
Digging into soil does not generate any byproduct materials, unlike digging in rock, which makes it much easier to create storerooms and other large areas of empty space.<br />
<br />
Soil cannot be smoothed, so it can be difficult to make high value rooms. Also, since soil cannot be smoothed, soil cannot be used to make fortifications.<br />
<br />
The only minerals that can be found in soil are [[gold nuggets|gold]], [[cassiterite]], and [[platinum nuggets|platinum]].<br />
<br />
[[Category:Map tiles]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Clutter&diff=2281640d:Clutter2008-01-06T02:20:36Z<p>Valdemar: My smelters have become cluttered many times(33g)</p>
<hr />
<div>{{old|0.23.130.23a}}<br />
<br />
[[Workshops]] will get '''cluttered''' when they become full of goods that are not [[hauling|haul]]ed away to [[stockpiles]]. A workshop that is cluttered will display <code>'''(CLT)'''</code> when viewed via the {{key|q}} or {{key|t}} menus.<br />
<br />
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter <font style="color: #808080; background-color: #000; padding: 0.15em"><tt>'''(CLT)'''</tt></font> doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long.<br />
<br />
== Clutter levels ==<br />
<br />
With larger items (e.g. [[beds]], [[stone]]s, [[table]]s), clutter starts appearing when 15 of those are inside a shop. Every 3 small items counts as one large item, so a craft-making workshop isn't cluttered until there are 45 crafts littering the floors, tables, and possibly walls and ceilings. [[Siege engine]] components and ammo are especially large; the [[siege workshop]] can get cluttered after producing just 3 ballista arrows.<br />
<br />
{| style="margin: 0 auto; text-align: center; border-spacing: 4px"<br />
|+ style="margin: 0 auto" | '''Levels of Clutter'''<br />
|-<br />
! style="color: #808080; background: #000" | <tt>(CLT)</tt><br />
| 15 Large Items<br />
| : 2x slower<br />
|-<br />
! style="color: #c0c0c0; background: #000" | <tt>(CLT)</tt><br />
| 20 Large Items<br />
| : 3x slower<br />
|-<br />
! style="color: #fff; background: #000" | <tt>(CLT)</tt><br />
| 25 Large Items<br />
| : 4x slower<br />
|-<br />
! style="color: #ff0; background: #000" | <tt>(CLT)</tt><br />
| 30 Large Items<br />
| : 5x slower<br />
|-<br />
! style="color: #800000; background: #000" | <tt>(CLT)</tt><br />
| 35 Large Items<br />
| : 6x slower<br />
|-<br />
! style="color: #f00; background: #000" | <tt>(CLT)</tt><br />
| 40 Large Items<br />
| : 7x slower<br />
|-<br />
! style="color: #f0f; background: #000" | <tt>(CLT)</tt><br />
| 45 Large Items<br />
| : 8x slower<br />
|-<br />
! style="color: #f0f; background: #000" | <tt>*CLT*</tt><br />
| 50 Large Items<br />
| : 9x slower<br />
|-<br />
! style="color: #f0f; background: #000" | <tt>☼CLT☼</tt><br />
| 55 Large Items<br />
| : 10x slower<br />
|}<br />
<br />
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using [[bin]]s will increase stockpile efficiency), and employ enough dwarves with the appropriate [[hauling]] jobs (food/furniture/item/refuse/etc.) to get rid of the junk. In many cases it may be faster to build a new workshop, optionally destroying the old one (from the {{k|q}} or {{k|t}} menu).<br />
<br />
Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The [[Butcher's shop|butcher's workshop]] can get cluttered even after butchering a single animal: butchering a horse produces 9 meat, 9 chunks, 9 bones, 5 fat, one skull, and one skin.<br />
<br />
Similarly, a [[kitchen]] producing lavish meals using [[alcohol]], [[dwarven syrup]], or [[quarry bush]] leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four barrels with 15 units of alcohol each is already 60 large items, causing meal production to take a very long time.<br />
<br />
{{Workshops}}<br />
[[Category:Workshops]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&diff=3003140d Talk:Fortification2008-01-06T02:12:54Z<p>Valdemar: </p>
<hr />
<div>Can water or magma flow through fortifications?<br />
--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)<br />
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&diff=3399840d Talk:Coffin2008-01-06T02:11:36Z<p>Valdemar: </p>
<hr />
<div>==Where to put them==<br />
Do I build these on a stockpile, or is the stockpile "next to" where I want to "inter" dwarves?[[User:GarrieIrons|GarrieIrons]] 20:48, 5 January 2008 (EST)<br />
<br />
== Deceased ==<br />
<br />
OK, so I can build a Tomb and asign it to ''live citizens''.<br />
<br />
What about my poor dead woodcutter sitting outside in the dead animal repository... how do I get him appropriately '''interred'''?[[User:GarrieIrons|GarrieIrons]] 20:55, 5 January 2008 (EST)<br />
<br />
:Open up the {{k|q}} menu and press the key for 'use for burial', {{k|r}} I believe. The 'make tomb' option is just to make the stuck-up nobles happy about their burial arrangements. --[[User:Valdemar|Valdemar]] 21:11, 5 January 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&diff=3137840d Talk:Demon2008-01-01T15:05:02Z<p>Valdemar: </p>
<hr />
<div>== Additions ==<br />
<br />
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.<br />
<br />
<br />
<br />
<br />
<br />
== Thoughts on Demons ==<br />
<br />
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out? tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath. Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)<br />
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire ("bug 000001" in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)<br />
<br />
== Possible defences? ==<br />
<br />
<br />
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large "dwarven toliet" (a artificial river with a large water fall...) if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress. --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)<br />
<br />
== Spoiler warning? ==<br />
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Raw_adamantine&diff=872440d:Raw adamantine2008-01-01T01:25:23Z<p>Valdemar: Link to pits</p>
<hr />
<div>{{Ore|name=Raw Adamantine|tile=£|color=#0FF<br />
|uses = <br />
* [[Ore]] of [[adamantine]]<br />
|location =<br />
* [[Glowing pit|The depths]]<br />
|properties =<br />
* [[Material value]] 250}}<br />
<br />
[[Category:Ore]]<br />
[[Category:Stone]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar/Seeds&diff=33471User:Valdemar/Seeds2007-12-30T23:57:51Z<p>Valdemar: </p>
<hr />
<div>Key:<br />
* Y: Yes<br />
* S: Some<br />
* Y*: Yes, but you will need to extend the area greatly to get it<br />
* ?: Not included in seed description<br />
* Blank:No<br />
<br />
<br />
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
! Seed<br />
! Pic<br />
! Size<br />
! Adam<br />
! River<br />
! Soil<br />
! Magma<br />
! Chasm<br />
! C River<br />
! C Lake<br />
! Align.<br />
! Aquifer<br />
! Trees<br />
! Sand<br />
! Iron<br />
! Flux<br />
! Coal<br />
! Caves<br />
! Other<br />
|-<br />
|264622237||[[:Image:V_33g_Seed_264622237_Volcano_1.png|Click]]||5x6||Y||||?||Y||Y||||||||||None||||Y||Y||||||<br />
|-<br />
|264622237||[[:Image:V_33g_Seed_264622237_Volcano_2.png|Click]]||5x4||Y||||Y||Y||||||Y||||||None||Y||Y||||||Y||<br />
|-<br />
|223885||[[:Image:Seed223885-awesomeseed.JPG|Click]]||3x3||Y||Y||Y||Y||||||||||||Many||Y||Y||Y||Y||||<br />
|-<br />
|223885||[[:Image:Seed223885-awesomeseed.JPG|Click]]||5x3||Y||Y||Y||Y||Y||Y*||Y*||||||Many||Y||Y||Y||Y||||<br />
|-<br />
|3094533934||[[:Image:The_Realm_of_Forever_Start_3094533934.png|Click]]||5x5||Y||Y||?||||Y||?||Y||||||Many||||Y||Y||Y||||<br />
|-<br />
|697480228||[[:Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|Click]]||3x7||Y||||Y||Y||Y*||Y||Y||||||Few||||S||Y||||||<br />
|-<br />
|1291184248||[[:Image:Seed1291184248.PNG|Click]]||6x6||Y||Y||?||Y||Y||||||||||Many||Y||Y||Y||Y||||<br />
|-<br />
|1||[[:Image:0x517A5D_seed1_3x2_hard.PNG|Click]]||2x3||||Y||Y||Y||Y||||||Haunt(S)||S||Many||||Y||||Y||||<br />
<br />
|}</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&diff=3173540d:Macros and keymaps2007-12-30T23:50:30Z<p>Valdemar: </p>
<hr />
<div>Playing Dwarf Fortress means lots of typing. Although the game (as of version v0.27.169.33) has no internal macro/keymap system, using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.<br />
<br />
# Go to [[Utilities#AutoHotKey]] and download AutoHotKey. Installation is simple and the program uses few system resources.<br />
# Write macro scripts (file type .ahk), which may contain any number of commands. You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar. Both of these can be done at any time - even right in the middle of a game. AutoHotKey also allows for automated activation of scripts.<br />
<br />
<br />
== AutoHotKey Examples ==<br />
<br />
===Dumping===<br />
Taken from [[User:Jackard|Jackard's user page]].<br />
<br />
To use, first have your bookeeper do enough desk work so you can view individual items in the stocks listing. Then bring it up and press del to quickly mark stuff. To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.<br />
<br />
<pre><br />
del::<br />
IfWinActive Dwarf Fortress<br />
{<br />
send d{down}<br />
return<br />
}<br />
else<br />
{<br />
send {del}<br />
return<br />
}<br />
</pre><br />
<br />
===Rewalling ===<br />
Taken from [[User:Valdemar|Valdemar's user page]].<br />
<br />
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.<br />
<br />
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. <br />
<br />
<pre><br />
$^+Left:: ProcessEvent("Left","w")<br />
$^+Right:: ProcessEvent("Right","w")<br />
$^+Up:: ProcessEvent("Up","w")<br />
$^+Down:: ProcessEvent("Down","w")<br />
<br />
$^!Left:: ProcessEvent("Left","f")<br />
$^!Right:: ProcessEvent("Right","f")<br />
$^!Up:: ProcessEvent("Up","f")<br />
$^!Down:: ProcessEvent("Down","f")<br />
<br />
<br />
ProcessEvent(direction, type)<br />
{ <br />
Send {Enter}<br />
Sleep 100<br />
Send {Enter}<br />
Sleep 100<br />
Send %type%<br />
Sleep 100<br />
Send {%direction%}<br />
Loop<br />
{<br />
if not GetKeyState(direction, "P") <br />
break <br />
Send {Enter}<br />
Sleep 100<br />
Send {Enter}<br />
Sleep 100<br />
Send %type%<br />
Sleep 100<br />
Send {%direction%}<br />
}<br />
}<br />
</pre><br />
<br />
<br />
===Grid-by-grid designation===<br />
For easier diagonal and fancy mining. Assumes that DF is active. "^!" means ctrl-alt-direction.<br />
<br />
<pre><br />
^!NumpadEnd::<br />
send {Enter}{Enter}{NumpadEnd}<br />
return<br />
^!NumpadDown::<br />
send {Enter}{Enter}{NumpadDown}<br />
return<br />
^!NumpadPgDn::<br />
send {Enter}{Enter}{NumpadPgDn}<br />
return<br />
^!NumpadLeft::<br />
send {Enter}{Enter}{NumpadLeft}<br />
return<br />
^!NumpadRight::<br />
send {Enter}{Enter}{NumpadRight}<br />
return<br />
^!NumpadHome::<br />
send {Enter}{Enter}{NumpadHome}<br />
return<br />
^!NumpadUp::<br />
send {Enter}{Enter}{NumpadUp}<br />
return<br />
^!NumpadPgUp::<br />
send {Enter}{Enter}{NumpadPgUp}<br />
return<br />
</pre><br />
<br />
<br />
===Room-designation macros===<br />
<br />
====Valdemar's Designator Macro====<br />
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001507 Forum Thread/Download]<br />
<br />
====Fedor's chambered circle====<br />
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.<br><br />
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]<br><br />
[[Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text]]<br />
<br />
====Valdemar's bedroom complex====<br />
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.<br />
<br />
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.<br />
<br />
Note - the macro is much faster than the demo movie shows, it is done in under a minute.<br />
<br />
[http://mkv25.net/dfma/movie-252 Demo Movie]<br />
<br />
[http://www.pindi.us/files/fractalbr.zip Download]<br />
<br />
<br />
{{Game_Interface FAQ}}</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar/Seeds&diff=33470User:Valdemar/Seeds2007-12-30T23:33:27Z<p>Valdemar: </p>
<hr />
<div>Key:<br />
* Y: Yes<br />
* S: Some<br />
* Y*: Yes, but you will need to extend the area greatly to get it<br />
* ?: Not included in seed description<br />
* Blank:No<br />
<br />
<br />
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
! Seed<br />
! Pic<br />
! Size<br />
! Adam<br />
! River<br />
! Soil<br />
! Magma<br />
! Chasm<br />
! C River<br />
! C Lake<br />
! Trees<br />
! Sand<br />
! Iron<br />
! Flux<br />
! Coal<br />
! Caves<br />
! Other<br />
|-<br />
|264622237||[[:Image:V_33g_Seed_264622237_Volcano_1.png|Click]]||5x6||Y||||?||Y||Y||||||None||||Y||Y||||||<br />
|-<br />
|264622237||[[:Image:V_33g_Seed_264622237_Volcano_2.png|Click]]||5x4||Y||||Y||Y||||||Y||None||Y||Y||||||Y||<br />
|-<br />
|223885||[[:Image:Seed223885-awesomeseed.JPG|Click]]||3x3||Y||Y||Y||Y||||Y*||Y*||Many||Y||Y||Y||Y||||<br />
|-<br />
|223885||[[:Image:Seed223885-awesomeseed.JPG|Click]]||3x5||Y||Y||Y||Y||Y||Y*||Y*||Many||Y||Y||Y||Y||||<br />
|-<br />
|3094533934||[[:Image:The_Realm_of_Forever_Start_3094533934.png|Click]]||5x5||Y||Y||?||||Y||?||Y||Many||||Y||Y||Y||||<br />
|-<br />
|697480228||[[:Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|Click]]||3x7||Y||||Y||Y||Y*||Y||Y||Few||||S||Y||||||<br />
|-<br />
|1291184248||[[:Image:Seed1291184248.PNG|Click]]||6x6||Y||Y||?||Y||Y||||||Many||Y||Y||Y||Y||||<br />
<br />
|}</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&diff=398540d Talk:Farming2007-12-28T15:42:36Z<p>Valdemar: </p>
<hr />
<div>== Farming in Winter ==<br />
<br />
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)<br />
<br />
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown<br />
<br />
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron<br />
<br />
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)<br />
<br />
== Farming aboveground issue ==<br />
<br />
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with "Other Vegetation: None" will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)<br />
<br />
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability<br />
<br />
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)<br />
<br />
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)<br />
<br />
== Mixed Plots ==<br />
<br />
The following paragraph contradicts itself a couple times, which is the correct behavior? <blockquote><br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.</blockquote>[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)<br />
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)<br />
:What the writer mean by "mixed plot" is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)<br />
<br />
== Food Hauling caveat ==<br />
<br />
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~<br />
<br />
== Flowchart ==<br />
<br />
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)<br />
<br />
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. <br />
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. <br />
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)<br />
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)<br />
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships & alternatives, like "What are all the crops that I can use to make fabric?". [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)<br />
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)<br />
<br />
== Re-Irrigation ==<br />
<br />
I noticed that my unused farms, after a time, will show "No seeds available for this location". There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)<br />
<br />
== Red crops ==<br />
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)<br />
<br />
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes "too late" before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)<br />
<br />
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)<br />
<br />
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)<br />
<br />
::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&diff=398440d Talk:Farming2007-12-28T15:41:54Z<p>Valdemar: </p>
<hr />
<div>== Farming in Winter ==<br />
<br />
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)<br />
<br />
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown<br />
<br />
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron<br />
<br />
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)<br />
<br />
== Farming aboveground issue ==<br />
<br />
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with "Other Vegetation: None" will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)<br />
<br />
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability<br />
<br />
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)<br />
<br />
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)<br />
<br />
== Mixed Plots ==<br />
<br />
The following paragraph contradicts itself a couple times, which is the correct behavior? <blockquote><br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.</blockquote>[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)<br />
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)<br />
:What the writer mean by "mixed plot" is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)<br />
<br />
== Food Hauling caveat ==<br />
<br />
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~<br />
<br />
== Flowchart ==<br />
<br />
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)<br />
<br />
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. <br />
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. <br />
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)<br />
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)<br />
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships & alternatives, like "What are all the crops that I can use to make fabric?". [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)<br />
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)<br />
<br />
== Re-Irrigation ==<br />
<br />
I noticed that my unused farms, after a time, will show "No seeds available for this location". There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)<br />
<br />
== Red crops ==<br />
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)<br />
<br />
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes "too late" before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)<br />
<br />
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)<br />
<br />
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)<br />
<br />
::This is strange. It reddened out after I selected it and let it run for a game day. Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&diff=398340d Talk:Farming2007-12-28T15:28:02Z<p>Valdemar: </p>
<hr />
<div>== Farming in Winter ==<br />
<br />
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)<br />
<br />
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown<br />
<br />
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron<br />
<br />
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)<br />
<br />
== Farming aboveground issue ==<br />
<br />
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with "Other Vegetation: None" will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)<br />
<br />
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability<br />
<br />
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)<br />
<br />
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)<br />
<br />
== Mixed Plots ==<br />
<br />
The following paragraph contradicts itself a couple times, which is the correct behavior? <blockquote><br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.</blockquote>[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)<br />
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)<br />
:What the writer mean by "mixed plot" is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)<br />
<br />
== Food Hauling caveat ==<br />
<br />
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~<br />
<br />
== Flowchart ==<br />
<br />
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)<br />
<br />
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. <br />
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. <br />
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)<br />
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)<br />
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships & alternatives, like "What are all the crops that I can use to make fabric?". [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)<br />
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)<br />
<br />
== Re-Irrigation ==<br />
<br />
I noticed that my unused farms, after a time, will show "No seeds available for this location". There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)<br />
<br />
== Red crops ==<br />
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)<br />
<br />
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes "too late" before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)<br />
<br />
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)<br />
<br />
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&diff=3093240d Talk:Alcohol2007-12-28T15:20:40Z<p>Valdemar: sig</p>
<hr />
<div>What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)<br />
<br />
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)<br />
<br />
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)<br />
<br />
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)<br />
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)<br />
<br />
== Fastest Growing Beer Crop? ==<br />
<br />
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly? I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything. [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)<br />
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)<br />
:Actually, pig tails are just as fast, but yes, plump helmets are good too. It helps to grow 2 kinds though, so you can cook one kind and leave another for drinking. --[[User:Valdemar|Valdemar]] 10:20, 28 December 2007 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&diff=3093140d Talk:Alcohol2007-12-28T15:20:29Z<p>Valdemar: </p>
<hr />
<div>What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)<br />
<br />
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)<br />
<br />
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)<br />
<br />
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)<br />
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)<br />
<br />
== Fastest Growing Beer Crop? ==<br />
<br />
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly? I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything. [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)<br />
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)<br />
:Actually, pig tails are just as fast, but yes, plump helmets are good too. It helps to grow 2 kinds though, so you can cook one kind and leave another for drinking.</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&diff=398240d Talk:Farming2007-12-28T14:21:17Z<p>Valdemar: </p>
<hr />
<div>== Farming in Winter ==<br />
<br />
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)<br />
<br />
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown<br />
<br />
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron<br />
<br />
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)<br />
<br />
== Farming aboveground issue ==<br />
<br />
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with "Other Vegetation: None" will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)<br />
<br />
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability<br />
<br />
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)<br />
<br />
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)<br />
<br />
== Mixed Plots ==<br />
<br />
The following paragraph contradicts itself a couple times, which is the correct behavior? <blockquote><br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.</blockquote>[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)<br />
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)<br />
:What the writer mean by "mixed plot" is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)<br />
<br />
== Food Hauling caveat ==<br />
<br />
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~<br />
<br />
== Flowchart ==<br />
<br />
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)<br />
<br />
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. <br />
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. <br />
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)<br />
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)<br />
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships & alternatives, like "What are all the crops that I can use to make fabric?". [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)<br />
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)<br />
<br />
== Re-Irrigation ==<br />
<br />
I noticed that my unused farms, after a time, will show "No seeds available for this location". There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)<br />
<br />
== Red crops ==<br />
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)<br />
<br />
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes "too late" before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)<br />
<br />
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&diff=398040d Talk:Farming2007-12-28T01:05:18Z<p>Valdemar: </p>
<hr />
<div>== Farming in Winter ==<br />
<br />
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)<br />
<br />
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown<br />
<br />
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron<br />
<br />
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)<br />
<br />
== Farming aboveground issue ==<br />
<br />
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with "Other Vegetation: None" will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)<br />
<br />
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability<br />
<br />
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)<br />
<br />
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)<br />
<br />
== Mixed Plots ==<br />
<br />
The following paragraph contradicts itself a couple times, which is the correct behavior? <blockquote><br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.</blockquote>[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)<br />
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)<br />
:What the writer mean by "mixed plot" is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)<br />
<br />
== Food Hauling caveat ==<br />
<br />
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~<br />
<br />
== Flowchart ==<br />
<br />
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)<br />
<br />
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. <br />
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. <br />
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)<br />
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)<br />
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships & alternatives, like "What are all the crops that I can use to make fabric?". [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)<br />
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)<br />
<br />
== Re-Irrigation ==<br />
<br />
I noticed that my unused farms, after a time, will show "No seeds available for this location". There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)<br />
<br />
== Red crops ==<br />
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&diff=509440d Talk:Strange mood2007-12-28T00:39:51Z<p>Valdemar: </p>
<hr />
<div>Does the new version still have the strange mood? It wouldnt be complete without it!<br />
<br />
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.<br />
<br />
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)<br />
<br />
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]<br />
<br />
I know, I was a huge fan of that little strange aspect of the old one.<br />
<br />
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor<br />
<br />
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)<br />
<br />
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)<br />
<br />
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)<br />
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)<br />
<br />
:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)<br />
<br />
Hey, I am getting a dwarf who wants "raw...crystal". Help? -- [[User:Bovinepro|Bovinepro]]<br />
:Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. [[User:Iddq?|Iddq?]]<br />
::I had a dwarf that wanted some stones, metal bars ,leather and "raw...green", 'rough...color", and "rough[or was it raw?]...crystal" at the same time - he hauled everything(stones, bars, leather, green glass, a generic uncut gem) to his workshop exсept for the last thing. Too bad I'm not even sure that rock crystals exist in this version not to mention my specific location.--[[User:Another|Another]] 05:17, 12 November 2007 (EST)<br />
:::Just verifying, rock crystal exists! Found a tiny pocket of them in some diorite.--[[User:Trukkle|Trukkle]] 14:47, 16 November 2007 (EST)<br />
<br />
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)<br />
<br />
It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)<br />
:This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)<br />
<br />
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)<br />
<br />
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)<br />
<br />
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason ....<br />
Is it normal ? [[user:Feydreva|Feydreva]]<br />
<br />
==Maximum number of artifacts==<br />
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)<br />
<br />
== clarification on "trade" skills ==<br />
<br />
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.<br />
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter.<br />
<br />
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)<br />
<br />
<br />
List of non-trade skills:<br />
<br />
* [[Brewer]]<br />
* [[Grower]]<br />
* [[Miller]]<br />
<br />
Skills that may be used and gained by dwarves with no trade skills:<br />
<br />
* [[Wood crafter]]<br />
* [[Stone crafter]]<br />
<br />
Skills that use a different skill(See list above), but give correct skill:<br />
<br />
* [[Miner]]<br />
* [[Engraver]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&diff=509340d Talk:Strange mood2007-12-28T00:36:23Z<p>Valdemar: </p>
<hr />
<div>Does the new version still have the strange mood? It wouldnt be complete without it!<br />
<br />
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.<br />
<br />
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)<br />
<br />
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]<br />
<br />
I know, I was a huge fan of that little strange aspect of the old one.<br />
<br />
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor<br />
<br />
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)<br />
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)<br />
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)<br />
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)<br />
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:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)<br />
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Hey, I am getting a dwarf who wants "raw...crystal". Help? -- [[User:Bovinepro|Bovinepro]]<br />
:Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. [[User:Iddq?|Iddq?]]<br />
::I had a dwarf that wanted some stones, metal bars ,leather and "raw...green", 'rough...color", and "rough[or was it raw?]...crystal" at the same time - he hauled everything(stones, bars, leather, green glass, a generic uncut gem) to his workshop exсept for the last thing. Too bad I'm not even sure that rock crystals exist in this version not to mention my specific location.--[[User:Another|Another]] 05:17, 12 November 2007 (EST)<br />
:::Just verifying, rock crystal exists! Found a tiny pocket of them in some diorite.--[[User:Trukkle|Trukkle]] 14:47, 16 November 2007 (EST)<br />
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)<br />
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It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)<br />
:This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)<br />
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)<br />
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)<br />
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason ....<br />
Is it normal ? [[user:Feydreva|Feydreva]]<br />
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==Maximum number of artifacts==<br />
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)<br />
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== clarification on "trade" skills ==<br />
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.<br />
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter.<br />
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)<br />
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List of non-trade skills:<br />
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* [[Brewer]]<br />
* [[Grower]]<br />
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Skills that may be used and gained by dwarves with no trade skills:<br />
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* [[Wood crafter]]</div>Valdemarhttps://dwarffortresswiki.org/index.php?title=User:Valdemar/Seeds&diff=33469User:Valdemar/Seeds2007-12-26T20:43:13Z<p>Valdemar: </p>
<hr />
<div>Key:<br />
* Y: Yes<br />
* S: Some<br />
* Y*: Yes, but you will need to extend the area greatly to get it<br />
* ?: Not included in seed description<br />
* Blank:No<br />
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<br />
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
! Seed<br />
! Pic<br />
! Size<br />
! Adam<br />
! River<br />
! Soil<br />
! Magma<br />
! Chasm<br />
! C River<br />
! C Lake<br />
! Trees<br />
! Sand<br />
! Iron<br />
! Flux<br />
! Coal<br />
! Caves<br />
! Other<br />
|-<br />
|264622237||[[:Image:V_33g_Seed_264622237_Volcano_1.png|Click]]||5x6||Y||||?||Y||Y||||||None||||Y||Y||||||<br />
|-<br />
|264622237||[[:Image:V_33g_Seed_264622237_Volcano_2.png|Click]]||5x4||Y||||Y||Y||||||Y||None||Y||Y||||||Y||<br />
|-<br />
|223885||[[:Image:Seed223885-awesomeseed.JPG|Click]]||Var.||Y||Y||Y||Y||Y||Y*||Y*||Many||Y||Y||Y||Y||||<br />
|-<br />
|3094533934||[[:Image:The_Realm_of_Forever_Start_3094533934.png|Click]]||5x5||Y||Y||?||||Y||?||Y||Many||||Y||Y||Y||||<br />
|-<br />
|697480228||[[:Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|Click]]||3x7||Y||||Y||Y||Y*||Y||Y||Few||||S||Y||||||<br />
|-<br />
|1291184248||[[:Image:Seed1291184248.PNG|Click]]||6x6||Y||Y||?||Y||Y||||||Many||Y||Y||Y||Y||||<br />
<br />
|}</div>Valdemar