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User:0x517A5D

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Build

Currently running

  • a competent mason / proficient building designer / novice organizer / novice record keeper
  • a proficient armorsmith / skilled metalsmith / novice furnace operator
  • a proficient weaponsmith / skilled metalcrafter / novice furnace operator
  • a proficient bowyer / proficient mechanic
  • a skilled herbalist / novice bowyer / novice persuader / novice negotiator / novice judge of intent / novice appraiser / novice flatterer
  • a proficient brewer / skilled grower / novice armorsmith
  • a proficient cook / skilled grower / novice weaponsmith

And

  • 2 copper picks
  • 1 steel battle axe
  • 1 iron anvil
  • 28 plump helmet spawn
  • 15 pig tail spawn
  • 1 dimple cup spawn
  • 1 cave wheat seed
  • 1 sweet pod seed
  • 1 rock nut
  • 1 plump helmet
  • 4 units of assorted alcohol, 1 of each type available
  • 11 turtles
  • 11 units of assorted 2p meats, 1 of each type available
  • 11 units of assorted 4p meats, 1 of each type available
  • 8 units of assorted 2p fish, 1 of each type available
  • 2 units of assorted 4p meats, 1 of each type available
  • 6 dogs

The drinks, plump helmet, meat, and fish are bought for the free barrels. Most seeds are bought for the free bags. Turtles are bought for the shells and bones.

I chose a 5x5 map which I had previously verified to have hidden magma, lots of limestone and marble, tons of magnetite, some coal, and lots of trees.

I wil play with using reveal this time. I enjoy it more that way.

Esmullogem, "Fullpaint". Could be worse. Stroike the oith!



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.


Voodoo

To find the map_data, map_x_count, map_y_count, and map_z_count in an unknown version of dwarfort.exe,

  • Search the program text
    • (it's huge, 401000 through about 880000)
    • (Search 570000-57FFFF first)
  • For this sequence: C6 44 24 38 3E
  • There should be exactly one match in the program.
  • The address of map_data can be found 18 bytes beyond the match address,
  • The address of map_x_count can be found 1E bytes beyond the match address,
  • The address of map_x_count can be found 24 bytes beyond the match address,
  • And the address of map_z_count can be found 2A bytes beyond the match address.
  • Verify that &map_x_count + 4 == &map_y_count && &map_y_count + 4 == &map_z_count.

Rick indicates that he knows a better way, but he's being secretive about it.

Race Voodoo

To find the variable holding the index of the dwarven race,

  • Search the program text for:
  • 0F BF ANY (ANY ANY ANY 01) 39 ANY 8C 00 00 00
    • Where ANY matches any single byte.
  • There are many matches; all of them work the same.
  • The DWORD 3 bytes into this pattern, marked with parentheses, points to the dwarven race index variable.
  • The dwarven race index variable is a WORD or possibly a short int.

Unit Table Start Pointer Voodoo

To find the variable holding a pointer to the start of the unit table,

  • Search the program text for:
  • 8B ANY C8 04 00 00 8D ANY ANY 8B ANY (ANY ANY ANY 01) 85
  • There are two matches (in .33a)
  • The DWORD 11 bytes into this pattern, marked with parentheses, points to the .start field of the unit table vector.
  • 4 bytes above that is the .end field of the vector.
  • Treat the .start field as a pointer to an array of pointers to creature structures.