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Editing v0.31:Cheating

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{{quality|Fine|23:58, 11 November 2010 (UTC)}}{{av}}
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{{AV}}
 
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{{Quality|Exceptional}}
 
{{mod}}
 
{{mod}}
  
'''Cheating''' is altering the game to make Dwarf Fortress easier. This is distinctly different from [[Main:exploits|exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).
+
'''Cheating''' is altering the game to make dwarf fortress easier. This is distinctly different from [[exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).
  
  
 
=Raw Editing=
 
=Raw Editing=
  
For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.
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Raw files are located in the raw/objects directory
  
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]].  
+
The most common use of editing raw files is to get free items, such as gems, adamantine, or flux.  
  
 
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.
 
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.
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Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.
 
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.
  
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error.  
+
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error.
  
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut & paste examples for editing raw files specifically for the purpose of cheating.
 
  
 
==Creature Token Modifications==
 
==Creature Token Modifications==
 
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.
 
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.
  
===Instructions for use:===
+
Instructions for use*:
# Open creature_standard.txt
+
 
# Find dwarven (or other creature) stats, which ought to resemble the sets below.
+
1) Open creature_standard.txt
# Delete those stats and replace with the new set.
+
2) Find dwarven (or other creature) stats, which ought to resemble the sets below.
# Done.
+
3) Delete those stats and replace with the new set.
 +
4) Done.
 +
 
 +
*Notepad++ is recommended for altering raw files.
  
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.
 
  
 
===Speedy Dwarves===
 
===Speedy Dwarves===
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This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.
 
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.
To avoid this, add [SPEED:3] instead.  Even [SPEED:100] is ridiculously fast.
+
 
(Warning, editing this in may cause the game to crash or freeze for a few seconds. {{Verify}}[This may be due to editting in the Raw but not the Save, or visa versa])
+
(Warning, editing this in may cause the game to crash. {{Verify}})
  
 
===No Needs Dwarves===
 
===No Needs Dwarves===
  
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})
+
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again.
  
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well. (Also caution with using the tag [NOEXERT] as it can lead to an infinite sleep bug as well{{Verify}})
+
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well.
  
(Warning, editing this may cause the game to crash.{{Verify}})
+
(Warning, editing this in may cause the game to crash.{{Verify}})
  
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]].
+
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate_accident|assisted in such endeavors]].
  
 
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.
 
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.
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===Tinkering with the Dwarven Soul===
 
===Tinkering with the Dwarven Soul===
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the Males and Females.
+
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below is notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  You can also utilize this code with the Castes, if you want to specify what parts of your society get what.  The most easily adjustable portion of the castes is with the Males and Females.
 +
 
 +
Please note that in v31.03 of Dwarf Fortress, most of the mental attributes and Skill_Rate's learning speed is broken.  This should change after the Merge, since Toady will be able to correct bugs and fully implement the Soul system.
 +
 
  
 
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get "5,000" in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.
 
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get "5,000" in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.
 +
  
 
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect.  Don't use "0" for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.
 
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect.  Don't use "0" for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.
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Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Skill rate increase is capped at 500%. Default is 100%, but creatures with Slow Learner tag will get half of that.  
+
Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Furthermore, I believe that it is capped at 5,000%. Default is 100, but creatures with Slow Learner tag will get half of that.  The skill acceleration doesn't work currently, which is believed to be a bug.  The information here is a placeholder until that is corrected.
  
 
SKILL_RATE (Default is 100:8:8:16]
 
SKILL_RATE (Default is 100:8:8:16]
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  * demotion counter rate
 
  * demotion counter rate
  
Add this line under whichever castes you wish to receive the benefits.
+
[SKILL_RATES:5000:NONE:NONE:NONE]
 
 
[SKILL_RATES:500:NONE:NONE:NONE]
 
  
  
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<div style="height:200px; overflow:scroll;">
 
<div style="height:200px; overflow:scroll;">
        [SKILL_RATES:5000:NONE:NONE:NONE]
+
      [SKILL_RATES:5000:NONE:NONE:NONE]
        [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]          +++     
+
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]          +++     
        [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]
+
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]
        [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]
+
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]
        [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]          +++
+
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]          +++
        [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]
+
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]
        [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]
+
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]
        [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]          +++
+
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]          +++
        [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]
+
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]
        [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]
+
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]
        [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]          +++
+
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]          +++
        [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]
+
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]
        [PHYS_ATT_CAP_PERC:ENDURANCE:5000]
+
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]
        [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       
+
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       
        [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]
+
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]
        [PHYS_ATT_CAP_PERC:RECUPERATION:5000]
+
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]
        [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++
+
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++
        [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]
+
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]
        [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]
+
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]
        [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             
+
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             
        [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:FOCUS:5000]
+
      [MENT_ATT_CAP_PERC:FOCUS:5000]
        [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         
+
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         
        [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:CREATIVITY:5000]
+
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]
        [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]          +++     
+
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]          +++     
        [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:PATIENCE:5000]
+
      [MENT_ATT_CAP_PERC:PATIENCE:5000]
        [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]          +++             
+
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]          +++             
        [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:MEMORY:5000]
+
      [MENT_ATT_CAP_PERC:MEMORY:5000]
        [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++
+
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++
        [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]
+
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]
        [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]          +++
+
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]          +++
        [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:EMPATHY:5000]
+
      [MENT_ATT_CAP_PERC:EMPATHY:5000]
        [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++
+
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++
        [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:MUSICALITY:5000]
+
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]
        [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
+
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
        [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]
+
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]
        [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
+
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
        [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]
+
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]
        [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]          +++
+
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]          +++
        [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:INTUITION:5000]
+
      [MENT_ATT_CAP_PERC:INTUITION:5000]
        [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]          +++
+
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]          +++
        [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:WILLPOWER:5000]
+
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]
        [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]    +++
+
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]    +++
        [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]
+
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]
        [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]    +++
+
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]    +++
        [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]
+
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]
        [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]
+
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]
 
</div>
 
</div>
  
Line 205: Line 208:
 
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]
  [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]
+
    [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]
  [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]
+
    [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]
  [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]
+
    [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]
 
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]
 
</div>
 
</div>
  
 
===Enemy race dies in a pink cloud===
 
===Enemy race dies in a pink cloud===
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[v0.31:Utilities#Runesmith|Runesmith]] can also remove species easily.
+
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[DF2010:Utilities#Runesmith|Runesmith]] can also remove species easily.
  
 
  [SELECT_MATERIAL:ALL]
 
  [SELECT_MATERIAL:ALL]
Line 220: Line 223:
 
       [STATE_NAME_ADJ:GAS:poof!]
 
       [STATE_NAME_ADJ:GAS:poof!]
  
Warning: As with all cheats that involve the words "[BOILING_POINT:0]", the mist created when the creature boils will be very cold. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.
+
Be advised that when you use this cheat on a creature that wears armor, it'll leave behind piles of armor and weapons on the edges of your map.  If you think this would be an easy way to get "free" clothes and armor, it isn't.  Since the creature will die in an explosion of pink gas, that explosion will degrade the armor it was wearing.  So far, I've seen plant and leather based clothes and armor go from virtually being untouched to completely disintegrated.  Mostly however, it will leave behind tattered piles.  One good thing, it appears that metal based armor is untouched from the gas explosion as are the weapons. It might be possible to trade away the damaged armor, but I'm not sure how well the trader will respond to getting traded tattered rags. Or, if you have a lava incinerator, you can toss it in there as well.
 
 
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.
 
 
 
===All Skills Legendary===
 
Put this under Creature:Dwarf in creature_standard.txt
 
<div style="height:200px; overflow:scroll;"><pre>
 
[NATURAL_SKILL:MINING:16]
 
[NATURAL_SKILL:WOODCUTTING:16]
 
[NATURAL_SKILL:CARPENTRY:16]
 
[NATURAL_SKILL:DETAILSTONE:16]
 
[NATURAL_SKILL:MASONRY:16]
 
[NATURAL_SKILL:ANIMALTRAIN:16]
 
[NATURAL_SKILL:ANIMALCARE:16]
 
[NATURAL_SKILL:DISSECT_FISH:16]
 
[NATURAL_SKILL:DISSECT_VERMIN:16]
 
[NATURAL_SKILL:PROCESSFISH:16]
 
[NATURAL_SKILL:BUTCHER:16]
 
[NATURAL_SKILL:TRAPPING:16]
 
[NATURAL_SKILL:TANNER:16]
 
[NATURAL_SKILL:WEAVING:16]
 
[NATURAL_SKILL:BREWING:16]
 
[NATURAL_SKILL:ALCHEMY:16]
 
[NATURAL_SKILL:CLOTHESMAKING:16]
 
[NATURAL_SKILL:MILLING:16]
 
[NATURAL_SKILL:PROCESSPLANTS:16]
 
[NATURAL_SKILL:CHEESEMAKING:16]
 
[NATURAL_SKILL:MILK:16]
 
[NATURAL_SKILL:COOK:16]
 
[NATURAL_SKILL:PLANT:16]
 
[NATURAL_SKILL:HERBALISM:16]
 
[NATURAL_SKILL:FISH:16]
 
[NATURAL_SKILL:SMELT:16]
 
[NATURAL_SKILL:EXTRACT_STRAND:16]
 
[NATURAL_SKILL:FORGE_WEAPON:16]
 
[NATURAL_SKILL:FORGE_ARMOR:16]
 
[NATURAL_SKILL:FORGE_FURNITURE:16]
 
[NATURAL_SKILL:CUTGEM:16]
 
[NATURAL_SKILL:ENCRUSTGEM:16]
 
[NATURAL_SKILL:WOODCRAFT:16]
 
[NATURAL_SKILL:STONECRAFT:16]
 
[NATURAL_SKILL:METALCRAFT:16]
 
[NATURAL_SKILL:GLASSMAKER:16]
 
[NATURAL_SKILL:LEATHERWORK:16]
 
[NATURAL_SKILL:BONECARVE:16]
 
[NATURAL_SKILL:AXE:16]
 
[NATURAL_SKILL:SWORD:16]
 
[NATURAL_SKILL:DAGGER:16]
 
[NATURAL_SKILL:MACE:16]
 
[NATURAL_SKILL:HAMMER:16]
 
[NATURAL_SKILL:SPEAR:16]
 
[NATURAL_SKILL:CROSSBOW:16]
 
[NATURAL_SKILL:SHIELD:16]
 
[NATURAL_SKILL:ARMOR:16]
 
[NATURAL_SKILL:SIEGECRAFT:16]
 
[NATURAL_SKILL:SIEGEOPERATE:16]
 
[NATURAL_SKILL:BOWYER:16]
 
[NATURAL_SKILL:PIKE:16]
 
[NATURAL_SKILL:WHIP:16]
 
[NATURAL_SKILL:BOW:16]
 
[NATURAL_SKILL:BLOWGUN:16]
 
[NATURAL_SKILL:THROW:16]
 
[NATURAL_SKILL:MECHANICS:16]
 
[NATURAL_SKILL:MAGIC_NATURE:16]
 
[NATURAL_SKILL:SNEAK:16]
 
[NATURAL_SKILL:DESIGNBUILDING:16]
 
[NATURAL_SKILL:DRESS_WOUNDS:16]
 
[NATURAL_SKILL:DIAGNOSE:16]
 
[NATURAL_SKILL:SURGERY:16]
 
[NATURAL_SKILL:SET_BONE:16]
 
[NATURAL_SKILL:SUTURE:16]
 
[NATURAL_SKILL:CRUTCH_WALK:16]
 
[NATURAL_SKILL:WOOD_BURNING:16]
 
[NATURAL_SKILL:LYE_MAKING:16]
 
[NATURAL_SKILL:SOAP_MAKING:16]
 
[NATURAL_SKILL:POTASH_MAKING:16]
 
[NATURAL_SKILL:DYER:16]
 
[NATURAL_SKILL:OPERATE_PUMP:16]
 
[NATURAL_SKILL:SWIMMING:16]
 
[NATURAL_SKILL:PERSUASION:16]
 
[NATURAL_SKILL:NEGOTIATION:16]
 
[NATURAL_SKILL:JUDGING_INTENT:16]
 
[NATURAL_SKILL:APPRAISAL:16]
 
[NATURAL_SKILL:ORGANIZATION:16]
 
[NATURAL_SKILL:RECORD_KEEPING:16]
 
[NATURAL_SKILL:LYING:16]
 
[NATURAL_SKILL:INTIMIDATION:16]
 
[NATURAL_SKILL:CONVERSATION:16]
 
[NATURAL_SKILL:COMEDY:16]
 
[NATURAL_SKILL:FLATTERY:16]
 
[NATURAL_SKILL:CONSOLE:16]
 
[NATURAL_SKILL:PACIFY:16]
 
[NATURAL_SKILL:TRACKING:16]
 
[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]
 
[NATURAL_SKILL:CONCENTRATION:16]
 
[NATURAL_SKILL:DISCIPLINE:16]
 
[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]
 
[NATURAL_SKILL:WRITING:16]
 
[NATURAL_SKILL:PROSE:16]
 
[NATURAL_SKILL:POETRY:16]
 
[NATURAL_SKILL:READING:16]
 
[NATURAL_SKILL:SPEAKING:16]
 
[NATURAL_SKILL:COORDINATION:16]
 
[NATURAL_SKILL:BALANCE:16]
 
[NATURAL_SKILL:LEADERSHIP:16]
 
[NATURAL_SKILL:TEACHING:16]
 
[NATURAL_SKILL:MELEE_COMBAT:16]
 
[NATURAL_SKILL:RANGED_COMBAT:16]
 
[NATURAL_SKILL:WRESTLING:16]
 
[NATURAL_SKILL:BITE:16]
 
[NATURAL_SKILL:GRASP_STRIKE:16]
 
[NATURAL_SKILL:STANCE_STRIKE:16]
 
[NATURAL_SKILL:DODGING:16]
 
[NATURAL_SKILL:MISC_WEAPON:16]
 
[NATURAL_SKILL:KNAPPING:16]
 
[NATURAL_SKILL:MILITARY_TACTICS:16]
 
[NATURAL_SKILL:SHEARING:16]
 
[NATURAL_SKILL:SPINNING:16]
 
[NATURAL_SKILL:POTTERY:16]
 
[NATURAL_SKILL:GLAZING:16]
 
[NATURAL_SKILL:PRESSING:16]
 
[NATURAL_SKILL:BEEKEEPING:16]
 
[NATURAL_SKILL:WAX_WORKING:16]
 
</pre></div>
 
  
 
==Reaction Additions==
 
==Reaction Additions==
 
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.
 
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.
 
===Skill Practice Workshops===
 
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc).
 
 
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):
 
 
<div style="height:200px; overflow:scroll;">
 
<pre>
 
building_practice_workshop
 
 
[OBJECT:BUILDING]
 
 
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]
 
[NAME:Practice Workshop]
 
[NAME_COLOR:7:0:1]
 
[DIM:3:3]
 
[WORK_LOCATION:2:3]
 
[BUILD_LABOR:MASON]
 
[BUILD_KEY:CUSTOM_SHIFT_P]
 
[BLOCK:1:0:0:0]
 
[BLOCK:2:0:0:0]
 
[BLOCK:3:0:0:0]
 
[TILE:0:1:' ':' ':236]
 
[TILE:0:2:' ':236:'/']
 
[TILE:0:3:'|':' ':' ']
 
[COLOR:0:1:0:0:0:0:0:0:0:0:1]
 
[COLOR:0:2:0:0:0:0:0:1:6:0:0]
 
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
 
[TILE:1:1:236:' ':227]
 
[TILE:1:2:'|':' ':8]
 
[TILE:1:3:' ':' ':236]
 
[COLOR:1:1:0:0:1:0:0:0:0:0:1]
 
[COLOR:1:2:6:0:0:0:0:0:0:0:1]
 
[COLOR:1:3:0:0:0:0:0:0:0:0:1]
 
[TILE:2:1:201:227:187]
 
[TILE:2:2:200:8:188]
 
[TILE:2:3:' ':' ':' ']
 
[COLOR:2:1:0:0:1:0:0:1:0:0:1]
 
[COLOR:2:2:0:0:1:0:0:1:0:0:1]
 
[COLOR:2:3:0:0:0:0:0:0:0:0:0]
 
[TILE:3:1:201:227:187]
 
[TILE:3:2:200:8:188]
 
[TILE:3:3:150:210:253]
 
[COLOR:3:1:0:0:1:0:0:1:0:0:1]
 
[COLOR:3:2:0:0:1:0:4:1:0:0:1]
 
[COLOR:3:3:0:0:1:6:0:0:7:0:1]
 
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
 
</pre>
 
</div>
 
 
Create a new raw called reaction_practice_workshop, and within it paste the following: (Fixed the process to only accept bars of coke instead of just ANY bar. Enjoy. -Anonymous)
 
 
<div style="height:200px; overflow:scroll;">
 
<pre>
 
reaction_practice_workshop
 
 
[OBJECT:REACTION]
 
 
[REACTION:PRACTICE_ARMORSMITHING]
 
[NAME:practice armorsmithing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:FORGE_ARMOR]
 
 
[REACTION:PRACTICE_BEEKEEPING]
 
[NAME:practice beekeeping]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:BEEKEEPING]
 
 
[REACTION:PRACTICE_BONECARVING]
 
[NAME:practice bonecarving]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:BONECARVE]
 
 
[REACTION:PRACTICE_BONESETTING]
 
[NAME:practice bonesetting]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:SET_BONE]
 
 
[REACTION:PRACTICE_BOWMAKING]
 
[NAME:practice bowmaking]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:BOWYER]
 
 
[REACTION:PRACTICE_BREWING]
 
[NAME:practice brewing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:BREWING]
 
 
[REACTION:PRACTICE_CARPENTRY]
 
[NAME:practice carpentry]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:CARPENTRY]
 
 
[REACTION:PRACTICE_CLOTHESMAKING]
 
[NAME:practice clothesmaking]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:CLOTHESMAKING]
 
 
[REACTION:PRACTICE_COOKING]
 
[NAME:practice cooking]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:COOK]
 
 
[REACTION:PRACTICE_DESIGNBUILDING]
 
[NAME:practice architecture]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:DESIGNBUILDING]
 
 
[REACTION:PRACTICE_DIAGNOSIS]
 
[NAME:practice diagnosis]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:DIAGNOSE]
 
 
[REACTION:PRACTICE_DYING]
 
[NAME:practice dying]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:DYER]
 
 
[REACTION:PRACTICE_ENGRAVING]
 
[NAME:practice engraving]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:DETAILSTONE]
 
 
[REACTION:PRACTICE_GEM_CUTTING]
 
[NAME:practice gem cutting]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:CUTGEM]
 
 
[REACTION:PRACTICE_GEM_SETTING]
 
[NAME:practice gem setting]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:ENCRUSTGEM]
 
 
[REACTION:PRACTICE_GLASSMAKING]
 
[NAME:practice glassmaking]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:GLASSMAKER]
 
 
[REACTION:PRACTICE_GLAZING]
 
[NAME:practice glazing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:GLAZING]
 
 
[REACTION:PRACTICE_GROWING]
 
[NAME:practice growing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:PLANT]
 
 
[REACTION:PRACTICE_HERBALISM]
 
[NAME:practice herbalism]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:HERBALISM]
 
 
[REACTION:PRACTICE_LEATHERWORKING]
 
[NAME:practice leatherworking]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:LEATHERWORK]
 
 
[REACTION:PRACTICE_MASONRY]
 
[NAME:practice masonry]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:MASONRY]
 
 
[REACTION:PRACTICE_MECHANICS]
 
[NAME:practice mechanics]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:MECHANICS]
 
 
[REACTION:PRACTICE_METALCRAFTING]
 
[NAME:practice metalcrafting]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:METALCRAFT]
 
 
[REACTION:PRACTICE_METALSMITHING]
 
[NAME:practice metalsmithing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:FORGE_FURNITURE]
 
 
[REACTION:PRACTICE_MINING]
 
[NAME:practice mining]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:MINING]
 
 
[REACTION:PRACTICE_POTTERY]
 
[NAME:practice pottery]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:POTTERY]
 
 
[REACTION:PRACTICE_SIEGE_ENGINEERING]
 
[NAME:practice siege engineering]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:SIEGECRAFT]
 
 
[REACTION:PRACTICE_STONECRAFTING]
 
[NAME:practice stonecrafting]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:STONECRAFT]
 
 
[REACTION:PRACTICE_SURGERY]
 
[NAME:practice surgery]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:SURGERY]
 
 
[REACTION:PRACTICE_SUTURING]
 
[NAME:practice suturing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:SUTURE]
 
 
[REACTION:PRACTIVE_WAX_WORKING]
 
[NAME:practice waxworking]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:WAX_WORKING]
 
 
[REACTION:PRACTICE_WEAPONSMITHING]
 
[NAME:practice weaponsmithing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:FORGE_WEAPON]
 
 
[REACTION:PRACTICE_WEAVING]
 
[NAME:practice weaving]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:WEAVING]
 
 
[REACTION:PRACTICE_WOODCRAFTING]
 
[NAME:practice woodcrafting]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:WOODCRAFT]
 
 
[REACTION:PRACTICE_WOUND_DRESSING]
 
[NAME:practice wound dressing]
 
[BUILDING:PRACTICE_WORKSHOP:NONE]
 
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
[SKILL:DRESS_WOUNDS]
 
</pre>
 
</div>
 
 
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:
 
<div style="height:200px; overflow:scroll;">
 
<pre>
 
[PERMITTED_BUILDING:PRACTICE_WORKSHOP]
 
[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]
 
[PERMITTED_REACTION:PRACTICE_BEEKEEPING]
 
[PERMITTED_REACTION:PRACTICE_BONECARVING]
 
[PERMITTED_REACTION:PRACTICE_BONESETTING]
 
[PERMITTED_REACTION:PRACTICE_BOWMAKING]
 
[PERMITTED_REACTION:PRACTICE_BREWING]
 
[PERMITTED_REACTION:PRACTICE_CARPENTRY]
 
[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]
 
[PERMITTED_REACTION:PRACTICE_COOKING]
 
[PERMITTED_REACTION:PRACTICE_DESIGNBUILDING]
 
[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]
 
[PERMITTED_REACTION:PRACTICE_DYING]
 
[PERMITTED_REACTION:PRACTICE_ENGRAVING]
 
[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]
 
[PERMITTED_REACTION:PRACTICE_GEM_SETTING]
 
[PERMITTED_REACTION:PRACTICE_GLASSMAKING]
 
[PERMITTED_REACTION:PRACTICE_GLAZING]
 
[PERMITTED_REACTION:PRACTICE_GROWING]
 
[PERMITTED_REACTION:PRACTICE_HERBALISM]
 
[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]
 
[PERMITTED_REACTION:PRACTICE_MASONRY]
 
[PERMITTED_REACTION:PRACTICE_MECHANICS]
 
[PERMITTED_REACTION:PRACTICE_METALCRAFTING]
 
[PERMITTED_REACTION:PRACTICE_METALSMITHING]
 
[PERMITTED_REACTION:PRACTICE_MINING]
 
[PERMITTED_REACTION:PRACTICE_POTTERY]
 
[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]
 
[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]
 
[PERMITTED_REACTION:PRACTICE_STONECRAFTING]
 
[PERMITTED_REACTION:PRACTICE_SURGERY]
 
[PERMITTED_REACTION:PRACTICE_SUTURING]
 
[PERMITTED_REACTION:PRACTICE_WAX_WORKING]
 
[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]
 
[PERMITTED_REACTION:PRACTICE_WEAVING]
 
[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]
 
[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]
 
</pre>
 
</div>
 
 
===Easy Vermin Disposal===
 
Tired of vermin corpses lying around for months? Use this reaction to put them to a useful purpose:
 
<div style="height:200px; overflow:scroll;">
 
<pre>
 
[REACTION:BUGS_TO_COKE]
 
  [NAME:Cremate Vermin Corpses]
 
  [BUILDING:SMELTER:NONE]
 
  [REAGENT:A:5:REMAINS:NONE:NONE:NONE]
 
  [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
 
  [SKILL:SMELT]
 
</pre>
 
</div>
 
 
Remember to add this to the appropriate entity files before generating a new world.
 
  
 
==Easy Entity Editing==
 
==Easy Entity Editing==
  
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]
+
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries.
  
 
<div style="height:200px; overflow:scroll;">
 
<div style="height:200px; overflow:scroll;">
 
<pre>
 
<pre>
   
+
     
        [PERMITTED_REACTION:FREE_DIAMOND_LY]
 
 
[PERMITTED_REACTION:FREE_DIAMOND_FY]
 
[PERMITTED_REACTION:FREE_DIAMOND_FY]
 
[PERMITTED_REACTION:FREE_EMERALD]
 
[PERMITTED_REACTION:FREE_EMERALD]
        [PERMITTED_REACTION:FREE_RUBY]
 
 
[PERMITTED_REACTION:FREE_SAPPHIRE]
 
[PERMITTED_REACTION:FREE_SAPPHIRE]
 
[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]
 
[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]
Line 729: Line 245:
 
[PERMITTED_REACTION:FREE_DIAMOND_BLACK]
 
[PERMITTED_REACTION:FREE_DIAMOND_BLACK]
 
[PERMITTED_REACTION:FREE_RUBY_STAR]
 
[PERMITTED_REACTION:FREE_RUBY_STAR]
        [PERMITTED_REACTION:FREE_SAPPHIRE_STAR]
 
 
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]
 
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]
 
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]
 
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]
 
[PERMITTED_REACTION:FREE_WOOD]
 
[PERMITTED_REACTION:FREE_WOOD]
 +
[PERMITTED_REACTION:(reaction)]
 +
[PERMITTED_REACTION:(reaction)]
  
 
</pre>
 
</pre>
Line 856: Line 373:
 
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.
 
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.
  
The sand one does not appear to work anymore.
 
  
 
===Easy Metal===
 
===Easy Metal===
 
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.
 
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)
+
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickle silver respectively.)
 
<pre>
 
<pre>
 
[REACTION:FREE_(metal name here)]
 
[REACTION:FREE_(metal name here)]
Line 878: Line 394:
 
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150]
 
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150]
 
[SKILL:SMELT]
 
[SKILL:SMELT]
</pre>
 
 
Some examples with very light wood, perfect for buckets, and  a frozen wood.
 
 
<pre>
 
[REACTION:FREE_FROZEN_WOOD]
 
[NAME:create frozen wood]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD][PRODUCT_DIMENSION:150]
 
[SKILL:SMELT]
 
 
[REACTION:FREE_FEATHER_WOOD]
 
[NAME:create light wood]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD][PRODUCT_DIMENSION:150]
 
[SKILL:SMELT]
 
 
 
</pre>
 
</pre>
  
 
===Produce Food===
 
===Produce Food===
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.
+
To create food for free, add this to reaction_smelter.
 
 
<div style="height:200px; overflow:scroll;">
 
 
<pre>
 
<pre>
[REACTION:FREE_PLUMP_HELMET]
+
[REACTION:FREE_FOOD]
[NAME:create plump helmets]
+
[NAME:produce food]
 
[BUILDING:SMELTER:NONE]
 
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
+
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:(plant name {from raws}):PLANT]
 
[SKILL:SMELT]
 
[SKILL:SMELT]
 
[REACTION:FREE_CAVE_WHEAT]
 
[NAME:create cave wheat]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]
 
[SKILL:SMELT]
 
 
[REACTION:FREE_WILD_STRAWBERRIES]
 
[NAME:create wild strawberries]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]
 
[SKILL:SMELT]
 
 
[REACTION:FREE_PRICKLE_BERRIES]
 
[NAME:create prickle berries]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]
 
[SKILL:SMELT]
 
 
[REACTION:FREE_SWEET_PODS]
 
[NAME:create sweet pods]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]
 
[SKILL:SMELT]
 
 
[REACTION:FREE_GRASS_TAIL_PIG]
 
[NAME:create pig tail grass]
 
[BUILDING:SMELTER:NONE]
 
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
 
[SKILL:SMELT]
 
</pre>
 
</div>
 
<BR />
 
... and this to '''entity_default'''
 
<div style="height:200px; overflow:scroll;">
 
<pre>
 
[PERMITTED_REACTION:FREE_PLUMP_HELMET]
 
[PERMITTED_REACTION:FREE_CAVE_WHEAT]
 
[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]
 
[PERMITTED_REACTION:FREE_CAVE_WHEAT]
 
[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]
 
[PERMITTED_REACTION:FREE_SWEET_PODS]
 
[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]
 
</pre>
 
</div>
 
 
===Produce Water===
 
This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story...
 
<pre>
 
[REACTION:CHEAT_WATER]
 
        [NAME:make water]
 
        [BUILDING:SMELTER:NONE]
 
        [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
 
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]
 
</pre>
 
 
Slightly less cheaty, this reaction allows you to convert drinks to water at the brewery:
 
 
<pre>
 
[REACTION:PURIFY_WATER]
 
[NAME:purify water from booze]
 
[BUILDING:STILL:CUSTOM_P]
 
 
[REAGENT:booze:150:DRINK:NONE:NONE:NONE]
 
[REAGENT:container1:1:NONE:NONE:NONE:NONE]
 
[CONTAINS:booze]
 
[PRESERVE_REAGENT]
 
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
 
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]
 
[EMPTY]
 
[DOES_NOT_ABSORB]
 
[PRESERVE_REAGENT]
 
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
 
 
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]
 
[PRODUCT_DIMENSION:75]
 
[PRODUCT_TO_CONTAINER:bucket]
 
  [SKILL:BREW]
 
 
</pre>
 
</pre>
  
 
=Memory Hacking=
 
=Memory Hacking=
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to v0.31 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and "dfprospector," which tells you what minerals are available on the map.
+
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to DF2010 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and "dfprospector," which tells you what minerals are available on the map.

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