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User talk:0x517A5D

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Current Build

Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)

Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers. Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.

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. A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds. Of course the mandatory 1 each of food and whatnot. 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. 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". I forget the meaning, but it's god-related. Wish I knew where to get a quick translation :( (I guess I could always fire up a new world and fort...)

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 ;) --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

--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.
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 functions. So I just started cutting and pasting patterns out of my source.
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 <code> block.)
0x517A5D 16:17, 29 November 2007 (EST)


Seekret Projekt

Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --Janus 21:53, 22 December 2007 (EST)

Great! Good to hear. I am particularly interested in any feature that reveal turns up but was not shown by this tool. Also if you see a question mark in the local map view, please report that. (If at all possible, with world-seed and a screenshot showing the X cursors.)
Off on a tangent, what should I call it? FeatureFinder? feature-finder, with a dash? Regional Prospector?
0x517A5D 22:15, 22 December 2007 (EST)
I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.
As for the name, FeatureFinder is concise, but the name "Regional Prospector" gives a better general idea of what it does. I like that one, particularly the "prospector" part. --Janus 23:02, 22 December 2007 (EST)
I didn't even think of caves. Yes, I'd like the seed and location. I can't promise anything though. I think caves are not a per-tile thing.
0x517A5D 23:08, 22 December 2007 (EST)
Understandable. Here it is, the world seed is 7810 as posted in the description: Image:Local_Kobold_Cave.png --Janus 00:47, 23 December 2007 (EST)