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Difference between revisions of "User:Jan/sandbox"

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Line 29: Line 29:
 
-->[[File:Ui building oll.png]]<div style="position: absolute; bottom:-14px; right:3px;">l</div></span><!--
 
-->[[File:Ui building oll.png]]<div style="position: absolute; bottom:-14px; right:3px;">l</div></span><!--
 
--></div>
 
--></div>
 +
 +
 +
:[[File:DF-melt-button.png|32px]]
 +
::[[File:Ui building o.png]] Workshops
 +
:::[[File:Ui building ol.png]] Clothing and Leather
 +
::::[[File:Ui building oll.png]] Leather
 +
::::[[File:Ui building oll.png]] Loom
 +
::::[[File:Ui building oll.png]] Clothes
 +
::::[[File:Ui building oll.png]] Dyer
 +
:::[[File:Ui building of.png]] Farming
 +
:::[[File:Ui building ou.png]] Furnance
 +
:::[[File:Ui building oy.png]] Ashery
 +
:::[[File:Ui building ob.png]] Bowyer
 +
:...
  
 
== Metal example ==
 
== Metal example ==

Revision as of 23:36, 2 January 2023

In game

Start
Quit
Delete

Ui bo.png Ui bob.png Ui bof.png Ui bol.png Ui boll.png Ui bou.png Ui boy.png

oll

Ui bo.pngUi bol.pngUi boll.png

Ui bo.png
o
Ui bol.png
l
Ui boll.png
l


DF-melt-button.png
Ui bo.png Workshops
Ui bol.png Clothing and Leather
Ui boll.png Leather
Ui boll.png Loom
Ui boll.png Clothes
Ui boll.png Dyer
Ui bof.png Farming
Ui bou.png Furnance
Ui boy.png Ashery
Ui bob.png Bowyer
...

Metal example

Pig iron
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
= = Ω
= Ω
= = Ω
= Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
toggle
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
OOjs UI icon eyeClosed-progressive.svg
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
Toggle grey.png
Toggle orange.png
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Workshop example

Category:Picture Templates

Category:Floor_Plan_Templates

Minimal change option

Carpenter's workshop.png
X X X
X X X
X X X
" =
]
Carpenter's workshop.png
X X X
X X X
X X X
" =
]
Screw press.png
X

"Tab" option without tabs

Change view
Carpenter's workshop.png
" =
]
X X X
X X X
X X X
Change view
Carpenter's workshop.png
Layout
" =
]
X X X
X X X
X X X
Layout
Change view
Carpenter's workshop.png
" =
]
Layout

All version

Base
Change view
Carpenter's workshop.png
" =
]
Layout
3x3
toggle
Hotkey: bog
Carpenter's workshop.png
" =
]
Layout
5x5
toggle
Hotkey: bog
Siege workshop.png
o
\
/
o
~
Layout
1x1
Hotkey: bog
Screw press.png
X
1x3
Hotkey: bog
X
X
X

Gamefolder

If you installed Dwarf Fortress on Arch Linux using pacman, then running dwarffortress will dump the configuration files you should edit into your home directory under .dwarffortress - editing the files under /opt/dwarffortress/data/init will not change how the game behaves.

SU by default we believe the itch.io app stores game files in `%APPDATA%/itch/apps`, at least on windows.

Misc

Category:Message_box_templates

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

How does a dwarven light bulb looks like?

BulbIcon.svg "Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.
BulbIcon.svg

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.

"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.


Bulbgraph.png Note: "Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.



Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.


Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Dwarf Fortress Icon.svg
Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.




Token Arguments Description
NAME
  • name
The singular form of the plant's name as seen in-game.
NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
Token Arguments Description
NAME
  • name
The singular form of the plant's name as seen in-game.

border-top:1px solid #dddddd;

NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
Token Arguments Description
NAME
  • name
The singular form of the plant's name as seen in-game.
NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
.wikitable,
.prettytable{
    border: none !important;
    width:auto;
    max-width:100%;
    margin-bottom:20px;
    background-color:transparent;
    border-spacing:0px;
}
.wikitable tr,
.prettytable tr{
    border-top:1px solid #dddddd;
}
.wikitable th,.prettytable th{
    border: none !important;
    text-align:left;
}
.wikitable td,.wikitable th,
.prettytable td,.prettytable th{
    border: none !important;
    padding:0;
}
.wikitable tr > th,
.prettytable tr > th{
    padding:8px !important;
    line-height:1.42857143;
    vertical-align:top;
    border-top:1px solid #dddddd;
    border-collapse:collapse;
    border-spacing:0;
    text-align:center;
    vertical-align:middle;
}
.wikitable tr > td,
.prettytable tr > td{
    padding:8px !important;
    line-height:1.42857143;
    vertical-align:top;
    border-top:1px solid #dddddd;
    border-collapse:collapse;
    border-spacing:0
}
.wikitable tbody > tr:nth-child(even),
.prettytable tbody > tr:nth-child(even){
    background-color:#f5f5f5
}
.wikitable tr > th.headerSort,
.prettytable  tr > th.headerSort{
    padding-right:21px !important
}
/*
.wikitable tr:hover{  
    background: #f1f1f1;
*/
}

Navigation

User Interface:



Quickstart_guide#Pre-EmbarkQuickstart guide/Starting siteSite finderStarting build










Modding:



Development:

Tools & Utilities


Game Files:


Template:Main modding

--

Misc Mechanics:





token nonsense testing style options

Documentation
Graphics
Modding#GuideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Tokens 1B
General
Color
Creature
Entity
Item definition
Reactions
ItemLaborSkill


Documentation
Graphics
Tokens
Modding#GuideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 3B large list double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5 large list grouping instead of sub groups - automatic with hlist
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5A - grouping, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5B grouping bold, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5c grouping highilghted otherwise, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files

Reference


Furniture
AltarAnimal trapArmor standBedBoxBucketCabinetCageCoffinDisplay casePedestalRestraintSeatSlabStatueTableWeapon rack
Tools

Access
BarsBridgeDoorFloodgateGrateHatchRoadWindow
Constructions
Machine and trap parts
Other buildings

Related articles

Template:DF2014 diamonds

Settings
Gameplay settings
Log files
Other
Ornamental
Amber opalAventurineBanded agateBloodstoneBlue jadeBone opalBrown jasperCarnelianCherry opalChrysocollaChrysopraseCitrineClear tourmalineDendritic agateFire agateFortification agateGold opalGray chalcedonyJasper opalLace agateLapis lazuliLavender jadeMilk opalMilk quartzMoonstoneMorionMoss agateMoss opalOnyxOnyx opalPicture jasperPineapple opalPink jadePipe opalPlume agatePrasePrase opalPyriteResin opalRock crystalRose quartzSardSardonyxSchorlShell opalSmoky quartzSunstoneTiger ironTigereyeTube agateTurquoiseVarisciteWax opalWhite chalcedonyWhite jadeWood opalYellow jasper
Semi-Precious
AlexandriteAlmandineAmethystAquamarineBandfire opalBlack opalBlack pyropeBlack zirconBlue garnetBrown zirconCat's eyeChrysoberylCinnamon grossularClaro opalClear garnetClear zirconCrystal opalDemantoidFire opalGolden berylGosheniteGreen jadeGreen tourmalineGreen zirconHarlequin opalHeliodorHoney yellow berylIndigo tourmalineJelly opalKunziteLevin opalLight yellow diamondMelaniteMorganitePeridotPinfire opalPink garnetPink tourmalinePrecious fire opalPurple spinelRed berylRed flash opalRed grossularRed pyropeRed spinelRed tourmalineRed zirconRhodoliteRubicelleTanzaniteTopazTopazoliteTsavoriteViolet spessartineWhite opalYellow grossularYellow spessartineYellow zircon
Precious
Rare
See also: Diamond
Mining
Woodworking
Stoneworking
Hunting/Related
Healthcare
Farming/Related
Fishing/Related
Metalsmithing
Jewelry
Crafts
Engineering
Hauling
Other Jobs
More: GemsMetalsStones
Creature
BloodBoneBrainCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkNailNervous tissueParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlour) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science
Base
AluminumBismuthCopperGoldIronLeadNickelPlatinumSilverTinZinc
Alloys
Special
Military and defense
F.A.Q.
Guides
Managing soldiers
Design tips
Invaders
Appointed Nobles
Military Ranks
Elected Nobles
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven
Surface
Crops
Garden
Other
Subterranean
Surface
AbacaAcaciaAlderAlmondAppleApricotAshAvocadoBananaBayberryBirchBitter orangeCacao treeCandlenutCarambolaCashewCedarCherryChestnutCitronCoconut palmCoffeeCustard-appleDate palmDesert limeDurianFeather treeFinger limeGinkgoGlumprongGuavaHazelHighwoodKapokKumquatLarchLimeLycheeMacadamiaMahoganyMango treeMangroveMapleOakOliveOrangePapayaParadise nutPeachPearPecanPersimmonPinePlumPomegranatePomeloRambutanRound limeRubber treeSaguaroSand pearTeaWalnutWillow
Subterranean
Surface
Subterranean
Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Poetry
Dance
Storytelling
Scholar

Other/Peasant
Unused
Topsoil
Ocean floor
Sand
Clay
Sedimentary
Igneous
Intrusive
Extrusive
Metamorphic
Ore
Economic
Other
Insects & bugs
Subterranean
Birds
Mammals
Oceanic
Rivers & lakes
Reptiles & amphibians
Other
Ranged and ammunition
Blowgun and blowdart · Bow and arrow · Crossbow and bolt
Blunt
Edged (slashing)
Edged (piercing)
Dagger · Morningstar · Pick · Pike · Spear
See also: Attack types
Workshops
Furnaces
Related articles
Worlds
General
Map
Biomes
Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland
Features
Aquifer · Brook · Deep pit · Island · Magma pool · Passage · Road · Tunnel · Volcano · Waterfall
Underground
Civilization
Sites
Camp · Castle · Cave · Dark fortress · Dark pits · Forest retreat · Fort · Fortress · Hamlet · Hillocks · Labyrinth · Lair · Monastery · Mountain halls · Ruins · Shrine · Tomb · Tower · Town · Vault
Structures
Other

Other Misc curiosities

{{Columns-list}} - css "fix" for the annoying margin glitch that skews columns sometimes.

Download links

Bay12Forum GitHubSomething


Bay12Download DFFDDownload SteamDownload


Button text Get Started Tutorial

Files

Maybe merge many of the file articles stubs, and create an entry which documents all DF important files and folders.

Folder-orange.svg Dwarf Fortress
Folder.svg data
  Folder.svg art
  Folder.svg init
  Folder.svg save
  Folder.svg sound
Folder.svg raw
  Folder.svg graphics
  Folder.svg objects


Folder-orange.svg Dwarf Fortress
Folder.svg data
  Folder.svg init
   Text-x-generic.svgannouncements.txt
   Text-x-generic.svgarena.txt
   Text-x-generic.svgcolors.txt
   Text-x-generic.svgd init.txt
   Text-x-generic.svgembark profiles.txt
   Text-x-generic.svginit.txt
   Text-x-generic.svginterface.txt
   Text-x-generic.svgmacros
   Text-x-generic.svgworld gen.txt
Text-x-generic.svggamelog.txt
Text-x-generic.svgerrorlog.txt


Folder-orange.svgDwarf Fortress \ Folder.svgdata \ Folder.svginit

Text-x-generic.svg announcements.txt used to control the types of announcements displayed in-game
Text-x-generic.svg arena.txt
Text-x-generic.svg colors.txt defines the color scheme
Text-x-generic.svg d init.txt contains settings that affect game features such as saving and population controls. Further detail here.
Text-x-generic.svg embark profiles.txt
Text-x-generic.svg init.txt contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. Further detail here.
Text-x-generic.svg interface.txt Manually edit Key bindings
Text-x-generic.svg macros
Text-x-generic.svg world gen.txt

Tokens

syntax highlighting - for simple and quick code block highlight :

* [MANNERISM_EYELIDS]
* [MANNERISM_FINGERS:finger:fingers]
* [MANNERISM_NOSE:nose]

Inline template stuff:

  • [MANNERISM_FINGERS:finger:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]

Template with anchor but no link:

<span id="{{{1}}}" style="background-color: #eaecf0; font-family: monospace,monospace; font-weight: bold;"><span style="margin: 0 2px;">[</span><!--
--><span style="color: #008000">{{{1}}}</span><!--
-->{{#if:{{{2|}}}|<!--
 --><span style="margin: 0 2px;">:</span><!--
 --><span style="color: #7D9029;">{{{2}}}</span>}}<!--
-->{{#if:{{{3|}}}|<!--
 --><span style="margin: 0 2px;">:</span><!--
 --><span style="color: #BC7A00;">{{{3}}}</span>}}<!--
--><span style="margin: 0 2px;">]</span></span>

Modding notes

  • Token is catch all name for everything inside brackets
  • Token pages
    • Most document how to define new objects of that type.
    • Some document how to reference objects and list their default parameters e.g. Material_token and Item_token
    • Article naming is inconsistent
    • Some Token objects aren't covered or aren't tagged as such e.g. Caste.
  • Documentation
    • Our syntax is sometimes unclear to the uninitiated e.g. Creature token wth is caste TYPE how it differs from creature type of special?
    • Our syntax is sometimes inconsistent.
    • Some object names seems inconsistent as far as I understand their use here.
[OBJECT:CREATURE]
[CREATURE:<identifier>]

Don't match
[OBJECT:DESCRIPTOR_COLOR]   - match article name, never used
[COLOR:<identifier>]        - what is used everwhere that I seen.
[OBJECT:DESCRIPTOR_PATTERN]
[COLOR_PATTERN:<identifier>]
[OBJECT:DESCRIPTOR_SHAPE]
[SHAPE:<identifier>]