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Difference between revisions of "User talk:0x517A5D"

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== Current Build ==
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== Reveal2 ==
  
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)
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PLEASE NOTE that I consider Reveal2 to be obsolete; it has been superseded by the dfreveal component of [Utilities#DFHack|DFHack], which has all of Reveal2's functionality plus unreveal capability.
  
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.
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Accordingly, the following section is only of historical interest.
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.
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:::----
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Feedback for the Vista-compatible version of Reveal goes here, please.
  
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.
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Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday.  
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.
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Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.
Of course the mandatory 1 each of food and whatnot.
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I have made myself the owner of all the files, and have tried running as admin. Any ideas?
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)
 
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.
 
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.
 
  
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.
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:Not really. That error message's text is not in either reveal2.exe or in the binary modules. The error message may come from the binary modules anyway — I don't have [[User:Rick|Rick's]] source code so I can't tell for sureBut I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all. I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it.  I think check the permissions on the files — just because you're the owner doesn't mean you necessarily have permission to access the files.
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.
 
 
 
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is "Kôr Nòm" (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)
 
 
 
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the "God and Servants" route ;)
 
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)
 
 
 
== Search Function ==
 
 
 
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file
 
 
 
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)
 
 
 
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.<br/>I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functionsSo I just started cutting and pasting patterns out of my source.<br/>As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &lt;code&gt; block.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)
 
  
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Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)
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:Good to know.  Myself, I've not dared to try saving or playing a Revealed map.  I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete.  Then restart DF, of course.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:50, 23 April 2010 (UTC)
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::I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back ''if necessary'' but alas, I'm stuck with it.  Unfortunately...I have no magma buildings.  I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--[[User:Draco18s|Draco18s]] 02:38, 24 April 2010 (UTC)
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:::Regretfully, I don't have the source code for the actual module that does the map alterations.  That was written by [[User:Rick|Rick/Gibbed]] who didn't make it open-source, and he seems to have disappeared.<br/><br/>Dtil can hide tiles, but Dtil hasn't been updated for the new release yet.  I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything.  Sorry.  At least there's lots of coal these days.  (Presuming you have a sedimentary layer.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:53, 25 April 2010 (UTC)
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::::I wish.  I'm up in the mountains.  No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--[[User:Draco18s|Draco18s]] 21:12, 25 April 2010 (UTC)
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:::::I think I found what you want.  The [[DF2010:Utilities#DFHack]] listing says [http://github.com/peterix/dfhack/downloads DFHack]s reveal module can hide tiles as well.  I'll copy this note to your talk page to ensure you see it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 April 2010 (UTC)
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::::::Found that more recently.  Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort.  Thanks though. :)--[[User:Draco18s|Draco18s]] 18:20, 27 April 2010 (UTC)
  
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<!--
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Old, old, old, so I am removing it from view but I want to keep it because I am egotistical.  Please don't delete.  0x517A5D
 
== Seekret Projekt ==
 
== Seekret Projekt ==
  
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:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.
 
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.
 
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]
 
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?<br/><br/>And good lock with that OCD; this utility made mine worse.  (I just <i>know</i> that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)
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:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?<br/><br/>And good luck with that OCD; this utility made mine worse.  (I just <i>know</i> that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)
 
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough
 
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough
 
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)
 
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)
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::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)
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::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)
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::Small request: add a "map legend" to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.
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::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)
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:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.
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:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.
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:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)
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::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no "empty space" anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.
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::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.
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::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)
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:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)
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::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.<br/>&mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)
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:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)
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::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.<br/>&mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)
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:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (<b>a</b>) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (<b>b</b>) track down the operating system call addresses <i>from scratch</i>, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt <b>DF</b> itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little <u>personal</u> gain.  <b>RP</b> suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &mdash; and crashes <u>will</u> happen, and they can be weird and mysterious.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)
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::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.<br/>-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)
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:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point <b>b</b>.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)
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Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)
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:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of <b>Dwarf Fortress</b> by the <strike>balls</strike> throat, and patches its memory.  But if <b>DF</b> isn't running, you will get a different error message.  So it was running.  So... try this: quit out of <b>DF</b>, then start it back up.  When <b>DF</b> is at the initial title screen, run the <b>RP</b> utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to <b>DF</b> and choose the <i>Start Playing</i> menu choice.  When you're looking at the <i>Choose a Fortress Location</i> screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)
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::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)
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I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering "hidden" features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the "region" map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)
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:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of <b>DF</b>.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a "Map Info Dumper" or "Good Region Finder" as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)
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::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!
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:::I'd love to.  I really would.  But it's <i>seriously</i> hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)
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:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)
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::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)
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:::This is proving to be <u>very</u> hard.  I've already invested maybe 100 times the effort that the original <b>RP</b> features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.<br>&mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)
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::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)
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:::::Possibly.  What for?&nbsp;&nbsp;&mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)
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::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)
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Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)
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I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)
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=== Regional Prospector version 2 ===
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There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)
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=== Incompatible with 38a. ===
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"Failed to find memory locations to patch.
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Please report this at
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http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D"
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It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.
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Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.
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:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)
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Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)
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:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the <b>DF</b> code &mdash; if those hook points changed, then they can't be hooked. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)
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::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)
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::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling <b>DF</b> executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.<br/>I'll look at magma soon as well, thanks for the report.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)
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:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)
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:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]
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===Regional prospector broken with 39b===
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The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)
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=== Confirming incompatibility with 39b ===
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"Failed to find locations to patch; perhaps they're already patched?"
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Usual message if process is already running, but nothing displayed on the embark maps.
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--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)
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===And Mmeurk has retrofitted it for 39a and 39b===
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:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)
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::I understand that .39e and subsequent don't need the utility, can anyone confirm this?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)
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:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)
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-->
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==Enable magman buildings==
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Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)
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 +
On running magma enabling utility I get the error "Failed to locate patch point for magma forge". Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)
 +
 +
I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)
 +
 +
I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)
 +
 +
:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)
 +
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)
 +
 +
== latest build ==
 +
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)
 +
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)
 +
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)
 +
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)
 +
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils && continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)
 +
 +
== Siege checklist ==
 +
 +
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)
 +
:Oh, good.  I wondered if anybody looked at that.  Glad it's useful.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)
 +
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)
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:::It's fine by me, but I'm not sure it actually should be on the siege page.  Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)
 +
 +
== Moodable skills & etc. updated ==
 +
 +
Some time later... [[Strange mood]].  Made a lot of tweaks, new tables, and re-ordered the overall presentation.  Major rewrites are under the "eligibility" and "chance" subsections, w/ some under "workshops", and misc all over.  (Comparing "history" is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)
 +
:Thanks, looks good.  I see an issue I'll correct WRT "20 dwarves".  Some of this is new to me, as I've not looked hard at the preconditions for entering a mood.  Should this be protected with a spoiler tag the way [[thought|thoughts]] are?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)
 +
::Added a spoiler warning, half way thru, after some/most of the basics.  But somehow I (we?) lost the weighting of "Miner" - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)
 +
 +
== Artifact quality ==
 +
 +
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.
 +
:I don't think I was the person who figured that out.  I don't remember doing it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)

Latest revision as of 02:27, 26 July 2010

Reveal2[edit]

PLEASE NOTE that I consider Reveal2 to be obsolete; it has been superseded by the dfreveal component of [Utilities#DFHack|DFHack], which has all of Reveal2's functionality plus unreveal capability.

Accordingly, the following section is only of historical interest.

----

Feedback for the Vista-compatible version of Reveal goes here, please.

Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item. I have made myself the owner of all the files, and have tried running as admin. Any ideas?

Not really. That error message's text is not in either reveal2.exe or in the binary modules. The error message may come from the binary modules anyway — I don't have Rick's source code so I can't tell for sure. But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all. I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it. I think check the permissions on the files — just because you're the owner doesn't mean you necessarily have permission to access the files.

Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--Draco18s 02:58, 23 April 2010 (UTC)

Good to know. Myself, I've not dared to try saving or playing a Revealed map. I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete. Then restart DF, of course.
0x517A5D 16:50, 23 April 2010 (UTC)
I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back if necessary but alas, I'm stuck with it. Unfortunately...I have no magma buildings. I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--Draco18s 02:38, 24 April 2010 (UTC)
Regretfully, I don't have the source code for the actual module that does the map alterations. That was written by Rick/Gibbed who didn't make it open-source, and he seems to have disappeared.

Dtil can hide tiles, but Dtil hasn't been updated for the new release yet. I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything. Sorry. At least there's lots of coal these days. (Presuming you have a sedimentary layer.)
0x517A5D 01:53, 25 April 2010 (UTC)
I wish. I'm up in the mountains. No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--Draco18s 21:12, 25 April 2010 (UTC)
I think I found what you want. The DF2010:Utilities#DFHack listing says DFHacks reveal module can hide tiles as well. I'll copy this note to your talk page to ensure you see it.
0x517A5D 20:02, 26 April 2010 (UTC)
Found that more recently. Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort. Thanks though. :)--Draco18s 18:20, 27 April 2010 (UTC)


Enable magman buildings[edit]

Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --Gorfob 02:21, 18 March 2008 (EDT)

On running magma enabling utility I get the error "Failed to locate patch point for magma forge". Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --Justin Kace 21:24, 8 August 2008 (EDT)

I have had the same issue as you Justin. Hopefully we can get a fix for this soon. --Rock Mongler 19:43, September 4 2008 (EDT)

I get: Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running? regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --Zatnik 08:41, 7 January 2009 (EST)

I'm not surprised that it's no longer working. I haven't even looked at the source code in over a year. The Tweak utility can do the job and a whole lot more. (But Tweak is not yet updated for the 40d* series either.)
Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.
0x517A5D 13:33, 8 January 2009 (EST)

latest build[edit]

I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--Destor 17:23, 9 December 2008 (EST)

The slow mining doesn't bother me much. I can get my things safely underground quickly enough. (On a glacier map it might be different; I've never tried.)
I normally dig a channel around the edge of the map, for protection. I'm not doing that in my current game, but it does train a miner well. Later on, I do train my real miners on soil.
0x517A5D 15:36, 11 December 2008 (EST)
I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --Vandelay 19:50, 14 April 2009 (UTC)

Read your talk page shortly after getting started and found it highly inspirational :thumbsup: Also many thanks for the utils && continued involvement. --Freeze 04:01, 23 March 2009 (UTC)

Siege checklist[edit]

Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D FangXianfu 13:26, 12 May 2009 (UTC)

Oh, good. I wondered if anybody looked at that. Glad it's useful.
0x517A5D 23:47, 13 May 2009 (UTC)
Can I swipe that for the siege page?--Albedo 00:32, 6 June 2009 (UTC)
It's fine by me, but I'm not sure it actually should be on the siege page. Or at least flag it as, maybe, Suggested Best Practices or some such.
0x517A5D 20:28, 8 June 2009 (UTC)

Moodable skills & etc. updated[edit]

Some time later... Strange mood. Made a lot of tweaks, new tables, and re-ordered the overall presentation. Major rewrites are under the "eligibility" and "chance" subsections, w/ some under "workshops", and misc all over. (Comparing "history" is almost useless due to re-ordering.)--Albedo 12:46, 28 May 2009 (UTC)

Thanks, looks good. I see an issue I'll correct WRT "20 dwarves". Some of this is new to me, as I've not looked hard at the preconditions for entering a mood. Should this be protected with a spoiler tag the way thoughts are?
0x517A5D 19:04, 28 May 2009 (UTC)
Added a spoiler warning, half way thru, after some/most of the basics. But somehow I (we?) lost the weighting of "Miner" - any idea? Strange_mood#Chance --Albedo 08:33, 23 June 2009 (UTC)

Artifact quality[edit]

What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.

I don't think I was the person who figured that out. I don't remember doing it.
0x517A5D 20:19, 10 October 2009 (UTC)