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Difference between revisions of "40d Talk:Cheating"
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: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) | :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) | :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) | ||
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::Unfortunately, no. That's another result that produces nothing. I'm still trying combinations. I'll even take something that makes raw food. --Aescula | ::Unfortunately, no. That's another result that produces nothing. I'm still trying combinations. I'll even take something that makes raw food. --Aescula | ||
+ | :::Actually, I specifically tried the combination I posted, and it produced a single plump helmet in the smelter. --[[User:Quietust|Quietust]] 16:41, 24 December 2009 (UTC) | ||
Also failed: | Also failed: |
Revision as of 16:41, 24 December 2009
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
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
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
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
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
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
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:
[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
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
- Actually, I specifically tried the combination I posted, and it produced a single plump helmet in the smelter. --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)