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User:0x517A5D
Build
Currently running
- proficient weaponsmith / skilled metalcrafter / novice furnace operator
- proficient armorsmith / skilled metalsmith / novice furnace operator
- proficient bowyer / proficient mechanic
- proficient mason / proficient building designer
- proficient cook / proficient grower
- proficient brewer / proficient grower
- novice ambusher / novice persuader / novice negotiator / novice liar / novice judge of intent / novice appraiser / novice consoler / no-prefix pacifier
- 3 copper picks
- no axes
- 1 anvil
- 1 plump helmet (for barrels)
- 25 plump helmet spawn
- 25 pig tail seeds
- 1 each of other seeds/spawn (for bags)
- 11 each of the 4 alcohols (for barrels)
- 11 turtles (for bones & shells)
- 1 each of all 2P/4P meat/fish (for barrels)
- 15 bituminous coal (-> coke)
- 5 malachite (-> bronze & brass)
- 2 cassiterite (-> bronze axe, bronze armor)
- 3 sphalerite (-> 6*3 brass mugs)
- 8 cobaltite or cinnabar (build workshops, forge, smelter)
- 8 bauxite (-> 6 mechanisms, 2 floodgates)
- 10 pieces 5P leather, assorted (-> bags for glassmaking)
- 4 dogs
Note that the cobaltite is technically not necessary — the bauxite could be used, then when it is needed later, the workshops could be deconstructed. Or mined stone could be used. I use cobaltite because it is so visible.
The map needs to have moderate or thick vegetation, and at least some trees.
Immediately turn off cooking of turtles and cave lobsters. Consider turning off cooking of other fish.
Immediately forbid the bauxite so it is not used by workshops. Reclaim it later to build the floodgates and mechanisms.
Immediately set reserved barrels to 20 or so. You want those barrels for booze.
Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: you will lose more food to vermin this way.)
Cook the starting booze and food to free up the barrels. Maybe keep one barrel of the starting booze. Cook the seeds, except plump helmet and pig-tail, to free up the bags. (You need to remember to re-disable cooking the seeds after you get more from the dwarven caravan.)
Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.
Depending on the map, the mayor is either drafted or gathers plants. (He starts with a free crossbow because of the ambusher skill.) Either way, turn off hunting. He may switch to woodcutting after the axe is available.
The armorsmith and mechanic dig. Depending on the map, they may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This is best done in two stages: dig an up stairway, then remove it. I believe this gives experience twice per tile.
The weaponsmith burns a piece of the wagon to charcoal, makes coke, smelts, makes alloys, makes goblets. When this is done, he digs. He does not make the axe.
The mason mostly hauls. He also trains the dogs into war dogs. Later, he may cut wood.
The brewer gathers plants and brews them. After the initial food is cooked, the cook gathers plants. Assign war dogs to each as soon as they are available.
When there's enough seeds, the brewer and cook switch to aboveground farming. Or they may move directly to belowground farming.
The mayor, cook, and brewer each make either the axe or a piece of armor. This teaches them a desired skill in case they get a strange mood later. Alternately, one may make a trade item out of green glass, or a crossbow out of wood.
With mined stone, build an armorstand and two tables and chairs. Make a barracks and a dining room inside.
Move the food and crafted items inside as soon as possible.
Make an indoor refuse pile that only accepts shells and bones, so that you don't lose the turtle shells. If you have an outdoor refuse pile, set the indoor one to take from the outdoor one.
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.
If you immediately make bags out of the leather for sand gathering, make them far away from the still. Also put the glass furnace far away. It might work to forbid them as they are made, and suspend brewing during their creation.
Enable Magma Buildings
Helper utility for Rick's reveal.exe
enable_magma_buildings.zip
You need this utility in the case that you used the reveal utility, and there is a magma pool or pipe on your map that does not reach the surface. (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.)
Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the patch every time you start dwarfort.exe.
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.
Seekret Projekt
The seekret projekt has been revealed to be Regional Prospector.
Thank you to all who beta tested and left feedback. I appreciate your help.
Beta2 with the enhancement that regional map squares with magma are given a red background. regional_prospector_beta2.zip
Beta3 with better magma highlighting, Latitudes rolled in, and Seed rolled in.
regional_prospector_beta3.zip
Known limitations and bugs:
- Caves are not displayed. [MAYFIX]
- sometimes a magma pool reaches the surface. The program still displays that as a single red tilde. [WONTFIX]
- There have been two verified reports of this program showing a magma feature, but the game having an empty pipe or pool. One of those cases involved a magma feature next to a goblin outpost; the other is not understood. Investigation did show that the magma feature flag was set in both reports. [WONTFIX]
(v2 beta) I don't know how to populate a certain data structure, so in some cases a 16x16 block will not be highlighted properly until you have moved the cursor over it. I may or may not be able to fix this.Resolved in beta3.- (v2 beta) On the Region map, haunted, sinister, and terrifying locations with magma: it is almost impossible to read a dark magenta symbol against the dark red background, and it is truly impossible to read a dark red symbol against the dark red background. [WILLFIX]
- (v2 beta) Some deep-ocean region cells are marked as having magma. I have verified that the game does flag them as magma. [WONTFIX]
- (v3 beta) Seeds greater than 231 are displayed as negative numbers. [MAYFIX]
Only tested with DF version .33g. May crash DF; report this.
Latitudes
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region. Until Toady adds proper support, this will do the trick. Works in .32a through at least .33g. Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.
Art Defacement
beta1. Doesn't immediately update affected dwarf's moods.
All Voodoo is Out of Date
I will soon upload some source that demonstrates these methods.
Voodoo has been removed from this page; it is still available in the revision history.