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Editing User:RomeoFalling

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= Downloads and preferred mods =
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= DF Hack Commands to Remember =
 +
 
 +
== Generally Useful ==
 +
 
 +
Hotkeys
 +
 
 +
Opens an in-game screen showing DFHack keybindings that are valid in the current mode.
 +
 
 +
stripcaged
 +
 
 +
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.
  
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0
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With the items argument, only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons will dump worn weapons, armor will dump everything worn by caged creatures (including armor and clothing), and all will dump everything, on a creature or not.
  
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0
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stripcaged list will display on the dfhack console the list of all cages and their item content.
  
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0
+
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor).  
  
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0
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quicksave
  
 +
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
 +
'''colonies [bees]'''  :  Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
  
 +
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.
  
= DF Hack Commands to Remember =
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'''deathcause'''
  
== Generally Useful ==
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Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
  
Complete guide: https://dfhack.readthedocs.io/en/stable/index.html
+
'''dfstatus'''
  
'''prospect''' Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
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Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.
  
all: Scan the whole map, as if it was revealed.
+
'''prospect'''
value: Show material value in the output. Most useful for gems.
 
hell: Show the Z range of HFS tubes. Implies 'all'.
 
 
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.
 
  
'''cleanowned''' Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.
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Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
  
all: confiscate all owned items
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Options:
scattered: confiscated and dump all items scattered on the floor
 
x: confiscate/dump items with wear level 'x' and more
 
X: confiscate/dump items with wear level 'X' and more
 
dryrun: a dry run. combine with other options to see what will happen without it actually happening.
 
  
'''stripcaged''' For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also '''autodump.'''
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all: Scan the whole map, as if it was revealed.
 +
value: Show material value in the output. Most useful for gems.
 +
hell: Show the Z range of HFS tubes. Implies 'all'.
  
items :    only dumps items laying in the cage, excluding stuff worn by caged creatures.
+
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.
weapons :    will dump worn weapons,
 
armor :    will dump everything worn by caged creatures (including armor and clothing),
 
all :    will dump everything, on a creature or not.
 
list : display on the dfhack console the list of all cages and their item content.
 
 
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor).  
 
  
'''ban-cooking'''
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'''showmood'''
  
A more convenient way to ban cooking various categories of foods than the kitchen interface. Usage: ban-cooking <type>. Valid types are ''booze, honey, tallow, oil, seeds'' (non-tree plants with seeds), ''brew, fruit, mill, thread, and milk.''
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Shows all items needed for the currently active strange mood.
  
'''Hotkeys''' Opens an in-game screen showing DFHack keybindings that are valid in the current mode.
 
  
'''quicksave''' If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
 
  
'''colonies [bees]'''  :  Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
+
drybuckets
 +
 
 +
This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
  
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.
+
cleanowned
  
'''deathcause''' Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
+
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.
  
'''dfstatus''' Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.
+
Options:
  
'''showmood''' Shows all items needed for the currently active strange mood.
+
all: confiscate all owned items
 +
scattered: confiscated and dump all items scattered on the floor
 +
x: confiscate/dump items with wear level 'x' and more
 +
X: confiscate/dump items with wear level 'X' and more
 +
dryrun: a dry run. combine with other options to see what will happen without it actually happening.
  
'''drybuckets''' This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
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fixdiplomats
 +
fixmerchants
 +
  - Adds Elf and Human diplomats
  
'''fix/''' see http://dfhack.readthedocs.io/en/stable/docs/_auto/fix.html#fix-merchants for details
 
  
 
== stockpile settings management ==
 
== stockpile settings management ==
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Currently does nothing, but I'd like to set it to 1 just to double check.
 
Currently does nothing, but I'd like to set it to 1 just to double check.
  
[https://gaming.stackexchange.com/questions/119308/coal-and-a-volcano-on-the-same-map Increase likelihood of volcanoes]
+
= Third Empire Profile, "The Enchanted Cat-sacks" =
 +
If you're not me and you're looking at these, you might be wondering why I keep these written down here rather than just saved as profiles in the game. It's because I frequently rage quit DW and then burn every document on my hard drive concerning the game. Then I come back to it 6 or 9 months later and I've lost all my stuff.
 +
 
 +
'''1. Mayoral Candidate'''
 +
* Novice Miner
 +
* Competent Appraisal
 +
* Adequate (2) Consoler or Pacifier
 +
 
 +
For a while now, I've made my Miner the expedition leader. Which is kind of funny, because once he shows up, unless he's needed for trading duties, he stops talking to people and just hits rocks with picks until they break. Maybe there's a political commentary there.
 +
 
 +
'''2. Skins'''
 +
* Architect
 +
* Novice Butcher
 +
* Novice Tanner
 +
* Competent Leatherworker
 +
* Glass Maker
 +
 
 +
Chief visionary when it comes to the whole "skinning cats and making bags out of them" business. He's also a glassmaker because I have an extrodinary fondness for glass traps.
 +
 
 +
 
 +
'''3. Three Words: Cat Bone Armor'''
 +
 
 +
* Competent Bowyer
 +
* Novice Bone Carver
 +
* Average Cook
 +
* Diagnostician
 +
 
 +
This is a new variation. Not sure how the numbers work out, but there are the only skills he needs and they should max out however they do. He's responsible for making cat bone crossbows, cat bone bolts, and cat bone armor. Out of cat bone. Sometimes, you'll be talking to him while he's making cat meat biscuits and he'll just look at you and tell you that you have a broken bone. It's a lilttle creepy.
 +
 
 +
 
 +
'''4. Actually Obtaining New Variations of Cats'''
 +
 
 +
* Proficient Mechanic
 +
* Proficient Stonecrafter
 +
 
 +
I like to think of the Cat-Sacks as a protestant religion, seeking their own fortress in which to practice their bizarre religious freedoms, which mostly involves finding new ways to skin cats. I swear, I'm almost ready to mod in some genetically altered domesticated cat breeds so I can make a functional leather/bone industry out of cats right from the start, rather than hoping to trap cats out in the wild. This guy is primarily focused on trying to catch cats and then make statues of cats.
 +
 
 +
 
 +
'''5. Outdoor Dwarf'''
 +
* Novice Wood Cutter
 +
* Competent Carpenter
 +
* Novice Herbalism
 +
* Novice Hunter
 +
* Novice Axe
 +
* Novice Armor
 +
* Novice Shield User
 +
 
 +
He still thinks we're just going camping for the weekend. Don't tell him! This guy should also have lots of wrestling and dodging, and maybe teaching. Though, honestly, the immigrant waves come in so quickly now that he's not likely to stay on military duty very long, but until we get some, he's it.
 +
 
 +
'''6. Farmer'''
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* Proficient Grower
 +
* Competent Brewer
 +
* Herbalist
 +
 
 +
He'll pick berries and leaves until he can plant farms.
 +
 
 +
'''7. Chief Architect'''
 +
* Proficient Mason
 +
* Animal Caretaker
 +
* Animal Trainer
 +
 
 +
He started out as a cat trainer, and the whole "buidling doors and boxes" things came out of that.
 +
 
 +
 
 +
 
 +
 
 +
 
 +
= Second Empire, "The Infamous Cat-sacks" =
 +
 
 +
'''1. The Guy With The Bright Idea'''
 +
* Novice Miner
 +
* Novice Judge of Intent
 +
* Novice Appraisal
 +
* Various Social Skills
 +
 
 +
For a while now, I've made my Miner the expedition leader. Call it flavor.
 +
 
 +
'''2. Skins'''
 +
* Architect
 +
* Novice Butcher
 +
* Novice Tanner
 +
* Competent Leatherworker
 +
* Novice Fish Dissector
 +
* Novice Animal Dissector
 +
* Novice Fish Cleaner
 +
* Record Keeper
 +
 
 +
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.
 +
 
 +
 
 +
'''3. Three Words: Cat Bone Armor'''
 +
* Proficient Bone Carver
 +
* Proficient Stonecrafter
 +
 
 +
 
 +
Need I say any more?
 +
 
 +
'''4. Not The Weaponsmith You Were Looking For'''
 +
 
 +
* Competent Bowyer
 +
* Average Cook
 +
* Novice Organizer
 +
* Diaginostician
 +
 
 +
 
 +
'''5. Outdoor Dwarf'''
 +
* Novice Wood Cutter
 +
* Competent Carpenter
 +
* Novice Herbalism
 +
* Novice Hunter
 +
* Novice Axe
 +
* Novice Armor
 +
* Novice Shield User
 +
 
 +
He still thinks we're just going camping for the weekend. Don't tell him!
 +
 
 +
'''6. Farmer'''
 +
* Proficient Grower
 +
* Competent Brewer
 +
* Novice Miller
 +
* Novice Thresher
 +
 
 +
Because you can't make beer out of cats. Yet.
 +
 
 +
'''7.  ''The Chief Architect'
 +
* Proficient Mason
 +
* Proficient Mechanic
 +
 
 +
 
 +
I figure this is somebody's kid brother. Maybe I'll call him Junior.
 +
 
 +
 
 +
=Carving an empire out of Sand and Cat Bone with The Infamous Cat-Sacks=
 +
 
 +
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.
 +
 
 +
Clearly, I've been playing for far too long.
 +
 
 +
== The Dwarves ==
 +
 
 +
'''1. The Guy With The Bright Idea'''
 +
* Novice Miner
 +
* Novice Judge of Intent
 +
* Novice Appraisal
 +
* Competent Consoler
 +
* Skilled Pacifier
 +
 
 +
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, "No, that's going too far."
 +
 
 +
'''2. Cat-Into-Sack Stuffer'''
 +
* Novice Butcher
 +
* Novice Tanner
 +
* Proficient Leatherworker
 +
* Competent Mechanics
 +
 
 +
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''
 +
 
 +
'''3. Three Words: Cat Bone Armor'''
 +
* Proficient Bone Carver
 +
* Skilled Stonecrafter
 +
* Novice Record Keeper
 +
 
 +
Need I say any more?
 +
 
 +
'''4. Not The Weaponsmith You Were Looking For'''
 +
* Competent Bowyer
 +
* Average Glassmaker
 +
* Average Cook
 +
* Novice Wood Burner
 +
* Novice Organizer
 +
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.
 +
 
 +
'''5. Outdoor Dwarf'''
 +
* Novice Wood Cutter
 +
* Proficient Carpenter
 +
* Novice Herbalism
 +
* Novice Hunter
 +
* Novice Axe
 +
* Novice Armor
 +
 
 +
He still thinks we're just going camping for the weekend. Don't tell him!
 +
 
 +
'''6. Farmer'''
 +
* Proficient Grower
 +
* Competent Brewer
 +
* Novice Miller
 +
* Novice Thresher
 +
 
 +
Because you can't make beer out of cats. Yet.
 +
 
 +
'''7. Chief Architect'''
 +
* Proficient Mason
 +
* Proficient Architect
 +
 
 +
I figure this is somebody's kid brother. Maybe I'll call him Junior.
 +
 
 +
== Their Stuff ==
 +
*4 Copper Picks
 +
*1 Steel Axe
 +
*2 Hunting Dogs
 +
*2 War Dogs
 +
*2 cats
 +
*1 pig tail rope (for the sentry cat)
 +
*1 Lead cage (for the rest of the cats)
 +
*21 units each of the 4 kinds of alcohol
 +
*31 Seeds of Plump Helmet and Pig Tail
 +
*11 Seeds of the others
 +
*11 turtles still in their shell
 +
*1 each of all the food we can get (10gp and less)
 +
 
 +
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.
 +
 
 +
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.
 +
 
 +
==Future Development Plans and Things I Keep Forgetting==
 +
 
 +
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties.
 +
 
 +
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.
 +
 
 +
When training, they should by unarmed until they all have several levels of Wrestler.
 +
 
 +
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.
 +
 
 +
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.
 +
 
 +
= Osodrigoth, Bonecrafts =
 +
 
 +
==1st Granite, 201. Early Spring==
 +
 
 +
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available.
 +
 
 +
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.
 +
 
 +
==18th Felsite, 201, Late Spring==
  
Sett Volcanism X-Variance & Volcanism Y-Variance to maximum (3200), a much steeper drop off in volcanism, allowing sedimentary layers to be right next to volcanoes.
+
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming "Blood and Souls!"
  
Volcanism Weighted Range.  
+
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.
  
Volcanism Weighted Range (0-20)  1        Volcanism Weighted Range (0-20)  1
+
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.
Volcanism Weighted Range (20-40)  1        Volcanism Weighted Range (20-40)  0
 
Volcanism Weighted Range (40-60)  1  --->  Volcanism Weighted Range (40-60)  0
 
Volcanism Weighted Range (60-80)  1        Volcanism Weighted Range (60-80)  0
 
Volcanism Weighted Range (80-100) 1        Volcanism Weighted Range (80-100) 1
 
  
> This will make it so the only volcanism values which can exist are the lower end and the upper end of the range, so it further increases the likelihood of sedimentary biomes being near volcanos.
+
==25th Sandstone, 201 Mid Autumn==
  
> The final trick is to increase the number of volcanoes, increasing the odds that you'll find one in a good position. The Minimum Volcano Number will vary based on map size. On a medium map, I usually set it to 35.
+
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.

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