- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "40d Talk:Cheating"
(33 intermediate revisions by 18 users not shown) | |||
Line 34: | Line 34: | ||
== Verification with world gens especially with 40c == | == Verification with world gens especially with 40c == | ||
− | A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. | + | A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. <small>– [[template:unsigned|unsigned]] comment by [[User:Krumlink|Krumlink]]</small> |
+ | :Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --[[User:N9103|Edward]] 17:20, 9 December 2008 (EST) | ||
+ | |||
+ | == Reaction Edits == | ||
+ | |||
+ | Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. [[User:Althalus|Althalus]] 18:41, 12 June 2009 (UTC) | ||
+ | |||
+ | I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. [[User:IceDragon XxX|IceDragon XxX]] 19:31, 25 June 2009 (UTC) | ||
+ | |||
+ | == Verification of Slower frame rate from speed modding == | ||
+ | |||
+ | I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? [[Special:Contributions/24.147.242.72|24.147.242.72]] 10:06, 27 September 2009 (UTC) | ||
+ | |||
+ | == Moved River Freeze Cheat == | ||
+ | |||
+ | Reason: init file modifications are more like game mechanics than raw editing. Now in "exploits" (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) [[Special:Contributions/71.230.249.145|71.230.249.145]] 22:07, 29 September 2009 (UTC) | ||
+ | |||
+ | == Problems with Creature Modding Described == | ||
+ | I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place: | ||
+ | The creature edits in the article don't seem to work. I tried modding horses to drop shells on death as described, and it failed. Rather epically. Instead of dropping shells, when the creature was slaughtered it seemed to vanish. No bones, no meat, no fat, nothing. And no shells. I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE]. I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice. That one might have been my fault though. | ||
+ | |||
+ | _____________________________________________________________________________________________________________________________________________________________ | ||
+ | |||
+ | Did you check? Maybe you should type your self? | ||
+ | |||
+ | == Breeding pets in the smelter == | ||
+ | |||
+ | Hey guys. I've tried to get some pets with the smelter:<br /> | ||
+ | <br /> | ||
+ | [REACTION:GETPETS]<br /> | ||
+ | [NAME:ask Armok for some small pets]<br /> | ||
+ | [SMELTER]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]<br /> | ||
+ | [PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]<br /> | ||
+ | [PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]<br /> | ||
+ | |||
+ | But it's not quite working as I hoped. It only creates '''boiling''' leather that '''freezes''' the Dorf to death, that used the smelter before (even if he makes a run for it)<br /> | ||
+ | Maybe anyone sees what I did wrong? --[[User:Arni|Arni]] 11:22, 5 December 2009 (UTC) | ||
+ | :You're using a matgloss token of "CREATURE" and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have '''no''' matgloss subtype - for example, "[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]". --[[User:Quietust|Quietust]] 18:34, 5 December 2009 (UTC) | ||
+ | |||
+ | :I take it that the boiling leather freezes dorfs to death, because "CREATURE" is assigned melting and boiling points of 0 and body temperature of 0--the moment it spawns, it melts and boils, but it's cold enough to suck up all the heat in the vicinity. Kinda like liquid nitrogen, I guess, except alive. And about minus nine thousand Kelvin. --[[User:Sz|Sz]] 04:33, 24 December 2009 (UTC) | ||
+ | |||
+ | == Making Food == | ||
+ | |||
+ | I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food. | ||
+ | |||
+ | |||
+ | Anyways. Here's the reaction I'm attempting: | ||
+ | |||
+ | [REACTION:STONE_FOOD] | ||
+ | [NAME:make food from stone!] | ||
+ | [SMELTER] | ||
+ | [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS] | ||
+ | [PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP] | ||
+ | |||
+ | I've tried many variations on the product: | ||
+ | [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP] | ||
+ | [PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP] | ||
+ | [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS] | ||
+ | [PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST] | ||
+ | |||
+ | The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called "plants". These do wither. I don't know what I'm missing. | ||
+ | --Aescula (unregistered) | ||
+ | :Try [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]. Also, it's probably not possible to smelt prepared food, as they are composite items. --[[User:Quietust|Quietust]] 14:19, 23 December 2009 (UTC) | ||
+ | :I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. >_> --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC) | ||
+ | ::Unfortunately, no. That's another result that produces nothing. I'm still trying combinations. I'll even take something that makes raw food. --Aescula | ||
+ | :::Try the combination I originally posted (which Sz apparently deleted when he posted his reply) - I specifically tested it, and it worked. --[[User:Quietust|Quietust]] 16:41, 24 December 2009 (UTC) | ||
+ | |||
+ | Also failed: | ||
+ | [PRODUCT:100:1:ITEM_FOOD:ROAST:PLANT:MUSHROOM_HELMET_PLUMP] | ||
+ | [PRODUCT:100:1:FOOD:FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] | ||
+ | [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] | ||
+ | |||
+ | This is perplexing. --Aescula | ||
+ | |||
+ | *Many items simply ''cannot'' be made via reactions, at this time. Prepared food is one of them. And you ''cannot'' have a reaction that creates a barrel of booze. Also, armor and clothing ''cannot'' be made in the correct size. You'll have to wait until the Burrows version comes out for fancy smelting like that. Until then, you can ''only'' make raw food, and your dwarves will have to cook/brew it themselves. [[User:Arrkhal|Arrkhal]] 16:13, 24 December 2009 (UTC) | ||
+ | |||
+ | Quietust, THANK YOU! Your combination did indeed work. This will let me actually try the game without running into an immense problem of lazy, starving dwarves. And Arrkhal, I was hoping for any sort of food. The problem I've always had is that my dwarves refuse to farm. They'll work kitchens, butcher shops, fisheries, etc. Just not a farm plot. Now, they will live <3 Thank you all for your help, and... Maybe post this on the page. Here's the final code: | ||
+ | |||
+ | [REACTION:STONE_FOOD] | ||
+ | [NAME:make food from stone!] | ||
+ | [SMELTER] | ||
+ | [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS] | ||
+ | [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS] | ||
+ | |||
+ | --Aescula | ||
+ | *Do you have seeds of the plant you're trying to grow? The game currently doesn't notify you if you don't. If your dwarves refuse to farm, this is the most likely reason why. (Also, make sure that you have a dwarf with the Farming (Fields) labor enabled and that your crop is either entirely above ground or entirely underground.) --[[User:LaVacaMorada|LaVacaMorada]] 05:03, 25 December 2009 (UTC) | ||
+ | |||
+ | ::And don't forget to press A, B, C, and D to see what the dwarves will plant for each season! That's a pretty common mistake. -[[User:Arrkhal|Arrkhal]] 22:52, 25 December 2009 (UTC) | ||
+ | |||
+ | :::I've done these. Does it stop planting if you set seasonal planting to yes, while you don't have potash? --Aescula | ||
+ | |||
+ | Eep! Warning! This current setup is capable of telling your dwarves to use ANY stone to do it. I just had to save a set of gold nuggets from this grisly fate! --[[User:Aescula|Aescula]] 09:54, 28 December 2009 (UTC) Hey, look! I registered! | ||
+ | |||
+ | == Manipulating Immigration == | ||
+ | |||
+ | For the sake of stress testing different designs I've been long considering the option of forcing very large waves of migrants to appear, but as far as I can tell, this has been unexplored. Anybody have any pointers/method? | ||
+ | |||
+ | :A cheating program that changes memory addresses might help. When a dwarven trade convoy comes around, find the value of their caravan, and then change it to like 99999999, until they leave. That should trigger an enormous wave of immagrants. --[[User:Aescula|Aescula]] 22:44, 31 December 2009 (UTC) | ||
+ | |||
+ | == Meat with the Smelter? == | ||
+ | |||
+ | Is it actually possible to produce Meat with the Smelter? | ||
+ | |||
+ | If so, is this right? | ||
+ | |||
+ | [REACTION:FREE_MEAT] <br /> | ||
+ | [NAME:Cowmeat]<br /> | ||
+ | [SMELTER]<br /> | ||
+ | [PRODUCT:100:1:MEAT:NO_SUBTYPE:MEAT:COW] | ||
+ | |||
+ | == Suggestion on something that shouldnt be nessessary to cheat == | ||
+ | |||
+ | I beleve toady shoulda gotten rid of starting points system or and instead used it as a challenge setting, showing like 1-to-300 points as elite, 301-1000 normal so on 1001++infinity noobie :P | ||
+ | See no reson for why it must be cheated inn, if sombody needs to start whit more goods to begin whit, else we will never see sombody starting out whit a steel disk for that early grinding trap fun that makes alot of splattery of normal animals :P seeing it costs 3000 points lol :P | ||
+ | |||
+ | In anycase if i wanted to be real challenge id just start out whit a pickaxe and a axe of lower quality of corse. | ||
+ | |||
+ | Hope my point gets seen :x |
Latest revision as of 06:40, 8 June 2011
How come losing redirects here? --Mizipzor 20:34, 31 October 2007 (EDT)
- I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --BurnedToast 20:37, 31 October 2007 (EDT)
TSearch summary[edit]
I decieded to break down the TSearch hacking DF video
- Open TSearch and Dwarf Fortress
- Make a new fortress and open Prepare carefuly
- Open the DF process in TSearch(dwarfort.exe)
- Press the search button(looks like a magnifying glass) and search 10 as 1 byte
- Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)
- Press search next(magnifying glass with "..." next to it) and search 7(you will get from 7 to 14)
- Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)
- On the left press one of the 7s and hit freeze(looks like a craftsdrawf)
With this, you can make the dwarf proficient in everything. To change points, follow numbers 1-3 and then:
- Change points to 94 by buying the dwarves skills
- Search 94 as 1 byte
- Change points to 22
- Search next 22 as 1 bit(you may get 1 to 2 results)
- Double click the static 22
- Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)
- Then change points to whatever you want
Optionaly, change points to 10000 and freeze it. --0todd0 19:23, 9 June 2008 (EDT)
Verification with world gens especially with 40c[edit]
A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. – unsigned comment by Krumlink
- Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --Edward 17:20, 9 December 2008 (EST)
Reaction Edits[edit]
Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. Althalus 18:41, 12 June 2009 (UTC)
I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. IceDragon XxX 19:31, 25 June 2009 (UTC)
Verification of Slower frame rate from speed modding[edit]
I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? 24.147.242.72 10:06, 27 September 2009 (UTC)
Moved River Freeze Cheat[edit]
Reason: init file modifications are more like game mechanics than raw editing. Now in "exploits" (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) 71.230.249.145 22:07, 29 September 2009 (UTC)
Problems with Creature Modding Described[edit]
I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place: The creature edits in the article don't seem to work. I tried modding horses to drop shells on death as described, and it failed. Rather epically. Instead of dropping shells, when the creature was slaughtered it seemed to vanish. No bones, no meat, no fat, nothing. And no shells. I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE]. I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice. That one might have been my fault though.
_____________________________________________________________________________________________________________________________________________________________
Did you check? Maybe you should type your self?
Breeding pets in the smelter[edit]
Hey guys. I've tried to get some pets with the smelter:
[REACTION:GETPETS]
[NAME:ask Armok for some small pets]
[SMELTER]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]
[PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]
But it's not quite working as I hoped. It only creates boiling leather that freezes the Dorf to death, that used the smelter before (even if he makes a run for it)
Maybe anyone sees what I did wrong? --Arni 11:22, 5 December 2009 (UTC)
- You're using a matgloss token of "CREATURE" and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have no matgloss subtype - for example, "[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]". --Quietust 18:34, 5 December 2009 (UTC)
- I take it that the boiling leather freezes dorfs to death, because "CREATURE" is assigned melting and boiling points of 0 and body temperature of 0--the moment it spawns, it melts and boils, but it's cold enough to suck up all the heat in the vicinity. Kinda like liquid nitrogen, I guess, except alive. And about minus nine thousand Kelvin. --Sz 04:33, 24 December 2009 (UTC)
Making Food[edit]
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.
Anyways. Here's the reaction I'm attempting:
[REACTION:STONE_FOOD] [NAME:make food from stone!] [SMELTER] [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS] [PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]
I've tried many variations on the product:
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP] [PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP] [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS] [PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called "plants". These do wither. I don't know what I'm missing. --Aescula (unregistered)
- Try [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]. Also, it's probably not possible to smelt prepared food, as they are composite items. --Quietust 14:19, 23 December 2009 (UTC)
- I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. >_> --Sz 04:28, 24 December 2009 (UTC)
- Unfortunately, no. That's another result that produces nothing. I'm still trying combinations. I'll even take something that makes raw food. --Aescula
- Try the combination I originally posted (which Sz apparently deleted when he posted his reply) - I specifically tested it, and it worked. --Quietust 16:41, 24 December 2009 (UTC)
- Unfortunately, no. That's another result that produces nothing. I'm still trying combinations. I'll even take something that makes raw food. --Aescula
Also failed: [PRODUCT:100:1:ITEM_FOOD:ROAST:PLANT:MUSHROOM_HELMET_PLUMP] [PRODUCT:100:1:FOOD:FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]
This is perplexing. --Aescula
- Many items simply cannot be made via reactions, at this time. Prepared food is one of them. And you cannot have a reaction that creates a barrel of booze. Also, armor and clothing cannot be made in the correct size. You'll have to wait until the Burrows version comes out for fancy smelting like that. Until then, you can only make raw food, and your dwarves will have to cook/brew it themselves. Arrkhal 16:13, 24 December 2009 (UTC)
Quietust, THANK YOU! Your combination did indeed work. This will let me actually try the game without running into an immense problem of lazy, starving dwarves. And Arrkhal, I was hoping for any sort of food. The problem I've always had is that my dwarves refuse to farm. They'll work kitchens, butcher shops, fisheries, etc. Just not a farm plot. Now, they will live <3 Thank you all for your help, and... Maybe post this on the page. Here's the final code:
[REACTION:STONE_FOOD] [NAME:make food from stone!] [SMELTER] [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS] [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]
--Aescula
- Do you have seeds of the plant you're trying to grow? The game currently doesn't notify you if you don't. If your dwarves refuse to farm, this is the most likely reason why. (Also, make sure that you have a dwarf with the Farming (Fields) labor enabled and that your crop is either entirely above ground or entirely underground.) --LaVacaMorada 05:03, 25 December 2009 (UTC)
- And don't forget to press A, B, C, and D to see what the dwarves will plant for each season! That's a pretty common mistake. -Arrkhal 22:52, 25 December 2009 (UTC)
- I've done these. Does it stop planting if you set seasonal planting to yes, while you don't have potash? --Aescula
Eep! Warning! This current setup is capable of telling your dwarves to use ANY stone to do it. I just had to save a set of gold nuggets from this grisly fate! --Aescula 09:54, 28 December 2009 (UTC) Hey, look! I registered!
Manipulating Immigration[edit]
For the sake of stress testing different designs I've been long considering the option of forcing very large waves of migrants to appear, but as far as I can tell, this has been unexplored. Anybody have any pointers/method?
- A cheating program that changes memory addresses might help. When a dwarven trade convoy comes around, find the value of their caravan, and then change it to like 99999999, until they leave. That should trigger an enormous wave of immagrants. --Aescula 22:44, 31 December 2009 (UTC)
Meat with the Smelter?[edit]
Is it actually possible to produce Meat with the Smelter?
If so, is this right?
[REACTION:FREE_MEAT]
[NAME:Cowmeat]
[SMELTER]
[PRODUCT:100:1:MEAT:NO_SUBTYPE:MEAT:COW]
Suggestion on something that shouldnt be nessessary to cheat[edit]
I beleve toady shoulda gotten rid of starting points system or and instead used it as a challenge setting, showing like 1-to-300 points as elite, 301-1000 normal so on 1001++infinity noobie :P See no reson for why it must be cheated inn, if sombody needs to start whit more goods to begin whit, else we will never see sombody starting out whit a steel disk for that early grinding trap fun that makes alot of splattery of normal animals :P seeing it costs 3000 points lol :P
In anycase if i wanted to be real challenge id just start out whit a pickaxe and a axe of lower quality of corse.
Hope my point gets seen :x