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Difference between revisions of "Utility Talk:Dwarf Companion"
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Things I've noticed with tinkering around in 33g. | Things I've noticed with tinkering around in 33g. | ||
*"invade?" tag toggles prone position for the target. | *"invade?" tag toggles prone position for the target. | ||
− | *0x1.7 places and removes the target from the royal guard. | + | *0x1.7(4th row) places and removes the target from the royal guard. |
− | *0x2.7 ( | + | *0x2.7(4th row) places and removes the target from the fortress guard. |
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying. | *0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying. | ||
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant. | *0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant. | ||
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood. | *0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood. | ||
− | *0x2000 and 0x2.7 seem to be related to lung-related injuries. Both make a "winded" effect appear on the dwarf. 0x2.7 seems to wear off after a short time. | + | *0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a "winded" effect appear on the dwarf. 0x2.7 seems to wear off after a short time. |
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up. | *0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up. | ||
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects. | *0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects. |
Revision as of 14:27, 27 December 2007
Things I've noticed with tinkering around in 33g.
- "invade?" tag toggles prone position for the target.
- 0x1.7(4th row) places and removes the target from the royal guard.
- 0x2.7(4th row) places and removes the target from the fortress guard.
- 0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.
- 0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.
- 0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.
- 0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a "winded" effect appear on the dwarf. 0x2.7 seems to wear off after a short time.
- 0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.
- 0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.
- 0x8.5(7th row) makes the unit a "visitor" on the unit list. Behaves friendly, not sure what it does otherwise.
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable. Also, that "staring off into the distance" mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. Lightning4 09:23, 27 December 2007 (EST)
Updated Dwarf Fortress
33g
Which means it's time to update those values. And save the world with the power of a babbling dog! :D
http://img184.imageshack.us/img184/7919/straydognz6.jpg
--Corbine 05:26, 23 December 2007 (EST)