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{{Quality|Superior|06:14, 17 May 2015 (UTC)}}
{{Quality|Unrated}}
 
 
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[[File:cheat_controller_icon.png|130px|right]]
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[[File:cheat_controller_icon.png|130px|right]]'''Cheating''' is altering the game to make ''Dwarf Fortress'' conceptually easier — this is distinct from [[exploit]]s, which take advantage of existing bugs or design oversights. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires [[Utility:DFHack|special tools]]). As with using exploits, whether or not to cheat is down to personal taste — after all, the game is ''designed'' to be readily moddable. Too much cheating can spoil your experience of ''Dwarf Fortress'', but there are no other players to cheat — only yourself.
 
 
'''Cheating''' is altering the game to make ''Dwarf Fortress'' conceptually easier — this is distinct from [[exploit]]s, which take advantage of existing bugs or design oversights. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires [[Utility:DFHack|special tools]]). As with using exploits, whether or not to cheat is down to personal taste — after all, the game is ''designed'' to be readily moddable. Too much cheating can spoil your experience of ''Dwarf Fortress'', but there are no other players to cheat — only yourself.
 
  
 
==Raw Editing==
 
==Raw Editing==
For making [[modding|modifications]] to a newly-generated world, edit the raw files located in the <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\</code> ''before'' generating the game.
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[[File:dfhack_cmd.png|thumb|200px|right|DFHack console, one of the easiest ways to cheat and/or run scripts.]]For making modifications to a newly-generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.
  
 
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]].  
 
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]].  
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Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world gen, altering existing reactions or creatures being one example.  However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable, as attempting to play worlds generated before the deletion will cause an error.  
 
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world gen, altering existing reactions or creatures being one example.  However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable, as attempting to play worlds generated before the deletion will cause an error.  
  
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut & paste examples for editing raw files specifically for the purpose of cheating.
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[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut & paste examples for editing raw files specifically for the purpose of cheating.  
  
 
==Creature Token Modifications==
 
==Creature Token Modifications==
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* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.
 
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.
 
* Removing the [CAVE_ADAPT] tag will eliminate [[cave adaptation]] but will also remove bonuses for dwarves in caves.
 
* Removing the [CAVE_ADAPT] tag will eliminate [[cave adaptation]] but will also remove bonuses for dwarves in caves.
 
NOTE* When generating a new world with the [no_eat] variable the world will crash, you can remove the [no_eat] variable while the world is being created and add it back before you 'accept' and save the new world.
 
  
 
===Pets for everyone===
 
===Pets for everyone===
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===Tinkering with the Dwarven Soul===
 
===Tinkering with the Dwarven Soul===
By messing with the [[soul]] of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the males and females.
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By messing with the [[soul]] of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the Males and Females.
  
ATT_RANGE dictates the level of effectiveness a being receives in an ability: 5,000 is the max.  Please note that the elves get "5,000" in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.
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ATT_RANGE dictates the level of effectiveness a being receives in an ability. 5,000 is the max.  Please note that the elves get "5,000" in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.
  
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost - the lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect.  Don't use "0" for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  It is believed that you can use negative numbers (negative numbers DO NOT increase the speed of rate, tested for Splinterz Dwarf Therapist that uses CTI, set CTI to -5000, -300, -100, the count kept increasing well past 1500, but no increase in attribute), which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.
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Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect.  Don't use "0" for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers (negative numbers DO NOT increase the speed of rate, tested for Splinterz Dwarf Therapist that uses CTI, set CTI to -5000, -300, -100, the count kept increasing well past 1500, but no increase in attribute), which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.
  
 
ATT_RATES (Default is 500:2:3:2]
 
ATT_RATES (Default is 500:2:3:2]
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===Child Labor===
 
===Child Labor===
Tired of having children spend 18 years drinking your booze and eating your food without performing any work? Simply open creature_standard.txt, and under the dwarf entry replace [CHILD:18] with [CHILD:12], or whatever age you consider it appropriate for children to start working at.
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Tired of having children spend 12 years drinking your booze and eating your food without performing any work? Simply open creature_standard.txt, and under the dwarf entry replace [CHILD:12] with [CHILD:6], or whatever age you consider it appropriate for children to start working at.
  
 
==Reaction Additions==
 
==Reaction Additions==
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===Easy Flux, Sand, and Ore===
 
===Easy Flux, Sand, and Ore===
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer; or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with.  
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Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with.  
  
 
None of these cheats require creating a new world (if you modify the '''save''' raws, not the world generation file). Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.
 
None of these cheats require creating a new world (if you modify the '''save''' raws, not the world generation file). Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.
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=Memory Hacking=
 
=Memory Hacking=
[[File:dfhack_cmd.png|thumb|200px|right|DFHack console, one of the easiest ways to cheat and/or run scripts.]]
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Memory hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack|DFHack]], which provides complete access to most of ''Dwarf Fortress'' internal memory through C++ plugins as well as Lua and Ruby scripts.
 
 
Memory hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack|DFHack]], which provides complete access to most of ''Dwarf Fortress'' internal memory through C++ plugins as well as Lua scripts.
 
  
  

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