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Editing User:RomeoFalling

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=Carving an empire out of Sand and Cat Bone=
  
{{spoil small|
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My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.
Here is 
 
''the basic''
 
'''template.'''
 
:bleh<br />:bleh
 
}}
 
  
= Downloads and preferred mods =
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Clearly, I've been playing for far too long.
  
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0
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== The Dwarves ==
  
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0
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'''1. The Guy With The Bright Idea'''
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* Novice Miner
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* Novice Judge of Intent
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* Novice Appraisal
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* Competent Consoler
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* Skilled Pacifier
  
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0
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Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, "No, that's going too far."
  
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0
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'''2. Cat-Into-Sack Stuffer'''
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* Novice Butcher
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* Novice Tanner
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* Proficient Leatherworker
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* Competent Mechanics
  
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Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''
  
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'''3. Three Words: Cat Bone Armor'''
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* Proficient Bone Carver
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* Skilled Stonecrafter
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* Novice Record Keeper
  
= DF Hack Commands to Remember =
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Need I say any more?
  
== Generally Useful ==
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'''4. Not The Weaponsmith You Were Looking For'''
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* Competent Bowyer
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* Average Glassmaker
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* Average Cook
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* Novice Wood Burner
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* Novice Organizer
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Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.
  
Complete guide: https://dfhack.readthedocs.io/en/stable/index.html
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'''5. Outdoor Dwarf'''
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* Novice Wood Cutter
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* Proficient Carpenter
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* Novice Herbalism
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* Novice Hunter
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* Novice Axe
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* Novice Armor
  
'''prospect''' Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
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He still thinks we're just going camping for the weekend. Don't tell him!
  
all: Scan the whole map, as if it was revealed.
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'''6. Farmer'''
value: Show material value in the output. Most useful for gems.
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* Proficient Grower
hell: Show the Z range of HFS tubes. Implies 'all'.
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* Competent Brewer
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* Novice Miller
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.
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* Novice Thresher
  
'''cleanowned''' Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.
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Because you can't make beer out of cats. Yet.
  
all: confiscate all owned items
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'''7. Chief Architect'''
scattered: confiscated and dump all items scattered on the floor
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* Proficient Mason
x: confiscate/dump items with wear level 'x' and more
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* Proficient Architect
X: confiscate/dump items with wear level 'X' and more
 
dryrun: a dry run. combine with other options to see what will happen without it actually happening.
 
  
'''stripcaged''' For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also '''autodump.'''
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I figure this is somebody's kid brother. Maybe I'll call him Junior.
  
items :    only dumps items laying in the cage, excluding stuff worn by caged creatures.
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== Their Stuff ==
weapons :    will dump worn weapons,
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*4 Copper Picks
armor :    will dump everything worn by caged creatures (including armor and clothing),
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*1 Steel Axe
all :    will dump everything, on a creature or not.
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*2 Hunting Dogs
list : display on the dfhack console the list of all cages and their item content.
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*2 War Dogs
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*2 cats
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor).
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*1 pig tail rope (for the sentry cat)
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*1 Lead cage (for the rest of the cats)
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*21 units each of the 4 kinds of alcohol
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*31 Seeds of Plump Helmet and Pig Tail
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*11 Seeds of the others
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*11 turtles still in their shell
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*1 each of all the food we can get (10gp and less)
  
'''ban-cooking'''
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Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.
  
A more convenient way to ban cooking various categories of foods than the kitchen interface. Usage: ban-cooking <type>. Valid types are ''booze, honey, tallow, oil, seeds'' (non-tree plants with seeds), ''brew, fruit, mill, thread, and milk.''
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New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.
  
'''Hotkeys''' Opens an in-game screen showing DFHack keybindings that are valid in the current mode.
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= Osodrigoth, Bonecrafts =
  
'''quicksave''' If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
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==1st Granite, 201. Early Spring==
  
'''colonies [bees]'''  :  Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
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We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available.  
  
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.
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Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.
  
'''deathcause''' Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
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==18th Felsite, 201, Late Spring==
  
'''dfstatus''' Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.
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I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming "Blood and Souls!"
  
'''showmood'''  Shows all items needed for the currently active strange mood.
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I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.
  
'''drybuckets''' This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
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Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.
 
 
'''fix/''' see http://dfhack.readthedocs.io/en/stable/docs/_auto/fix.html#fix-merchants for details
 
 
 
== stockpile settings management ==
 
 
 
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.
 
 
 
== Stockpile code ==
 
 
 
'''copystock'''
 
 
 
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.
 
 
 
'''savestock'''
 
 
 
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.
 
 
 
example:
 
 
 
'''` savestock food_settings.dfstock `'''
 
 
 
'''loadstock'''
 
 
 
Loads a saved stockpile settings file and applies it to the currently selected stockpile.
 
 
 
example:
 
 
 
'''` loadstock food_settings.dfstock `'''
 
 
 
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.
 
 
 
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.
 
 
 
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.
 
 
 
== Dig ==
 
 
 
digcircle
 
 
 
A command for easy designation of filled and hollow circles. It has several types of options.
 
 
 
Shape:
 
 
 
hollow: Set the circle to hollow (default)
 
filled: Set the circle to filled
 
#: Diameter in tiles (default = 0, does nothing)
 
Action:
 
 
 
set: Set designation (default)
 
unset: Unset current designation
 
invert: Invert designations already present
 
Designation types:
 
 
 
dig: Normal digging designation (default)
 
ramp: Ramp digging
 
ustair: Staircase up
 
dstair: Staircase down
 
xstair: Staircase up/down
 
chan: Dig channel
 
After you have set the options, the command called with no options repeats with the last selected parameters.
 
 
 
Examples:
 
 
 
'digcircle filled 3' = Dig a filled circle with radius = 3.
 
'digcircle' = Do it again.
 
 
 
 
 
== Autodump ==
 
 
 
autodump
 
 
 
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.
 
 
 
Cursor must be placed on a floor tile so the items can be dumped there.
 
 
 
Options:
 
 
 
destroy: Destroy instead of dumping. Doesn't require a cursor.
 
destroy-here: Destroy items only under the cursor.
 
visible: Only process items that are not hidden.
 
hidden: Only process hidden items.
 
forbidden: Only process forbidden items (default: only unforbidden).
 
 
 
 
 
== Barracks Tools ==
 
fix-armory
 
 
 
Enables a fix for storage of squad equipment in barracks.
 
 
 
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.
 
 
 
Note
 
 
 
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.
 
 
 
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.
 
 
 
Note that the buildings in the armory are used as follows:
 
 
 
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.
 
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.
 
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.
 
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.
 
Warning
 
 
 
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.
 
 
 
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:
 
 
 
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.
 
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.
 
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.
 
 
 
== Make Quickfort files ==
 
 
 
blueprint
 
 
 
Exports a portion of your fortress into QuickFort style blueprint files.:
 
 
 
blueprint <x> <y> <z> <name> [dig] [build] [place] [query]
 
Options:
 
 
 
x,y,z: Size of map area to export
 
name: Name of export files
 
dig: Export dig commands to "<name>-dig.csv"
 
build: Export build commands to "<name>-build.csv"
 
place: Export stockpile commands to "<name>-place.csv"
 
query: Export query commands to "<name>-query.csv"
 
If only region and name are given, all exports are performed.
 
 
 
== Cat-Sacks Ultimate Cheat Code! ==
 
 
 
'''catsplosion'''
 
 
 
Makes cats just multiply. It is not a good idea to run this more than once or twice.
 
 
 
 
 
= Exporting Legends =
 
 
 
Process legends export is working, I tested it just now:
 
Open legends (even in fortress mode with Ctrl-Shift-L)
 
Export all legends data with Ctrl-A
 
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.
 
Find exported legends in User Generated Content/[region name]
 
 
 
= Advanced World Gen variables to start playing with =
 
 
 
Some settings I may consider mucking with safely:
 
 
 
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters
 
 
 
[CAVE_MIN_SIZE:<number>] [CAVE_MIN_SIZE:5] Range: 1 to 500
 
[CAVE_MAX_SIZE:<number>] [CAVE_MAX_SIZE:25]
 
 
 
Increase these to make larger caves that touch the surface.
 
 
 
[ALL_CAVES_VISIBLE:<1 or 0>] [ALL_CAVES_VISIBLE:0] 1/0 = Yes/No
 
 
 
Set to 1 so they can be chosen on Embark.
 
 
 
[SHOW_EMBARK_TUNNEL:<0-2>] [SHOW_EMBARK_TUNNEL:2]
 
0 = No, 1 = Only in Finder, 2 = Always
 
 
 
Currently does nothing, but I'd like to set it to 1 just to double check.
 
 
 
[https://gaming.stackexchange.com/questions/119308/coal-and-a-volcano-on-the-same-map Increase likelihood of volcanoes]
 
 
 
Sett Volcanism X-Variance & Volcanism Y-Variance to maximum (3200), a much steeper drop off in volcanism, allowing sedimentary layers to be right next to volcanoes.
 
 
 
Volcanism Weighted Range.
 
 
 
Volcanism Weighted Range (0-20)  1        Volcanism Weighted Range (0-20)  1
 
Volcanism Weighted Range (20-40)  1        Volcanism Weighted Range (20-40)  0
 
Volcanism Weighted Range (40-60)  1  --->  Volcanism Weighted Range (40-60)  0
 
Volcanism Weighted Range (60-80)  1        Volcanism Weighted Range (60-80)  0
 
Volcanism Weighted Range (80-100) 1        Volcanism Weighted Range (80-100) 1
 
 
 
> This will make it so the only volcanism values which can exist are the lower end and the upper end of the range, so it further increases the likelihood of sedimentary biomes being near volcanos.
 
 
 
> The final trick is to increase the number of volcanoes, increasing the odds that you'll find one in a good position. The Minimum Volcano Number will vary based on map size. On a medium map, I usually set it to 35.
 

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