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Difference between revisions of "User talk:0x517A5D"

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(removing obsolete sections of my talk page.)
 
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== Current Build ==
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== Reveal2 ==
  
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)
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PLEASE NOTE that I consider Reveal2 to be obsolete; it has been superseded by the dfreveal component of [Utilities#DFHack|DFHack], which has all of Reveal2's functionality plus unreveal capability.
  
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.
+
Accordingly, the following section is only of historical interest.
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.
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:::----
 +
Feedback for the Vista-compatible version of Reveal goes here, please.
  
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.
+
Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday.  
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.
+
Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.
Of course the mandatory 1 each of food and whatnot.
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I have made myself the owner of all the files, and have tried running as admin. Any ideas?
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.
+
:Not really. That error message's text is not in either reveal2.exe or in the binary modules. The error message may come from the binary modules anyway — I don't have [[User:Rick|Rick's]] source code so I can't tell for sureBut I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all. I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it.  I think check the permissions on the files — just because you're the owner doesn't mean you necessarily have permission to access the files.
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" (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)
 
 
 
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 ;)
 
--[[User:n9103|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
 
 
 
--[[User:Masdus|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.<br/>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 functionsSo I just started cutting and pasting patterns out of my source.<br/>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 &lt;code&gt; block.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)
 
  
 +
Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)
 +
:Good to know.  Myself, I've not dared to try saving or playing a Revealed map.  I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete.  Then restart DF, of course.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:50, 23 April 2010 (UTC)
 +
::I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back ''if necessary'' but alas, I'm stuck with it.  Unfortunately...I have no magma buildings.  I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--[[User:Draco18s|Draco18s]] 02:38, 24 April 2010 (UTC)
 +
:::Regretfully, I don't have the source code for the actual module that does the map alterations.  That was written by [[User:Rick|Rick/Gibbed]] who didn't make it open-source, and he seems to have disappeared.<br/><br/>Dtil can hide tiles, but Dtil hasn't been updated for the new release yet.  I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything.  Sorry.  At least there's lots of coal these days.  (Presuming you have a sedimentary layer.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:53, 25 April 2010 (UTC)
 +
::::I wish.  I'm up in the mountains.  No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--[[User:Draco18s|Draco18s]] 21:12, 25 April 2010 (UTC)
 +
:::::I think I found what you want.  The [[DF2010:Utilities#DFHack]] listing says [http://github.com/peterix/dfhack/downloads DFHack]s reveal module can hide tiles as well.  I'll copy this note to your talk page to ensure you see it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 April 2010 (UTC)
 +
::::::Found that more recently.  Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort.  Thanks though. :)--[[User:Draco18s|Draco18s]] 18:20, 27 April 2010 (UTC)
  
 +
<!--
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-----------------------------------------------------------
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Old, old, old, so I am removing it from view but I want to keep it because I am egotistical.  Please don't delete.  0x517A5D
 
== Seekret Projekt ==
 
== Seekret Projekt ==
  
Line 84: Line 78:
 
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)
 
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)
  
== Regional Prospector version 2 ==
+
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)
 +
 
 +
=== Regional Prospector version 2 ===
  
 
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)
 
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)
  
== Reverse questions ==
+
=== Incompatible with 38a. ===
 
 
As you seem to have delved into the UI, do you know where the displayed map coordinates are stored? (not the cursor coordinates) [[User:Bartavelle|Bartavelle]] 07:44, 8 January 2008 (EST)
 
:Which map?  I suspect you're talking about Dwarf Fortress mode post-embark, in the actual gameplay.  And my answer is no, I haven't looked for that.  As a half-assed guess, look in the block of data (.33g) from 0146963C to 014696BC (near other map data variables), and from 00906294 to 009062B4 (near the mouse-coord-on-map variables).<br/>&mdash;[[User:0x517A5D|0x517A5D]] 23:26, 8 January 2008 (EST)
 
 
 
== Incompatible with 38a. ==
 
  
 
"Failed to find memory locations to patch.
 
"Failed to find memory locations to patch.
 
Please report this at
 
Please report this at
 
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D"
 
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D"
 
  
 
  It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.
 
  It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.
  
Hehe, not too surprising considering the version jump that Toady made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)
+
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)
  
 
The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.
 
The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.
 +
 +
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)
 +
 +
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)
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 +
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the <b>DF</b> code &mdash; if those hook points changed, then they can't be hooked. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)
 +
 +
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)
 +
 +
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling <b>DF</b> executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.<br/>I'll look at magma soon as well, thanks for the report.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)
 +
 +
:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)
 +
 +
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)
 +
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]
 +
 +
===Regional prospector broken with 39b===
 +
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)
 +
 +
=== Confirming incompatibility with 39b ===
 +
 +
"Failed to find locations to patch; perhaps they're already patched?"
 +
Usual message if process is already running, but nothing displayed on the embark maps.
 +
 +
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)
 +
 +
===And Mmeurk has retrofitted it for 39a and 39b===
 +
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)
 +
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)
 +
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)
 +
-->
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 +
==Enable magman buildings==
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Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)
 +
 +
On running magma enabling utility I get the error "Failed to locate patch point for magma forge". Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)
 +
 +
I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)
 +
 +
I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)
 +
 +
:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)
 +
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)
 +
 +
== latest build ==
 +
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)
 +
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)
 +
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)
 +
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)
 +
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils && continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)
 +
 +
== Siege checklist ==
 +
 +
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)
 +
:Oh, good.  I wondered if anybody looked at that.  Glad it's useful.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)
 +
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)
 +
:::It's fine by me, but I'm not sure it actually should be on the siege page.  Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)
 +
 +
== Moodable skills & etc. updated ==
 +
 +
Some time later... [[Strange mood]].  Made a lot of tweaks, new tables, and re-ordered the overall presentation.  Major rewrites are under the "eligibility" and "chance" subsections, w/ some under "workshops", and misc all over.  (Comparing "history" is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)
 +
:Thanks, looks good.  I see an issue I'll correct WRT "20 dwarves".  Some of this is new to me, as I've not looked hard at the preconditions for entering a mood.  Should this be protected with a spoiler tag the way [[thought|thoughts]] are?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)
 +
::Added a spoiler warning, half way thru, after some/most of the basics.  But somehow I (we?) lost the weighting of "Miner" - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)
 +
 +
== Artifact quality ==
 +
 +
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.
 +
:I don't think I was the person who figured that out.  I don't remember doing it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)

Latest revision as of 02:27, 26 July 2010

Reveal2[edit]

PLEASE NOTE that I consider Reveal2 to be obsolete; it has been superseded by the dfreveal component of [Utilities#DFHack|DFHack], which has all of Reveal2's functionality plus unreveal capability.

Accordingly, the following section is only of historical interest.

----

Feedback for the Vista-compatible version of Reveal goes here, please.

Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item. I have made myself the owner of all the files, and have tried running as admin. Any ideas?

Not really. That error message's text is not in either reveal2.exe or in the binary modules. The error message may come from the binary modules anyway — I don't have Rick's source code so I can't tell for sure. But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all. I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it. I think check the permissions on the files — just because you're the owner doesn't mean you necessarily have permission to access the files.

Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--Draco18s 02:58, 23 April 2010 (UTC)

Good to know. Myself, I've not dared to try saving or playing a Revealed map. I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete. Then restart DF, of course.
0x517A5D 16:50, 23 April 2010 (UTC)
I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back if necessary but alas, I'm stuck with it. Unfortunately...I have no magma buildings. I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--Draco18s 02:38, 24 April 2010 (UTC)
Regretfully, I don't have the source code for the actual module that does the map alterations. That was written by Rick/Gibbed who didn't make it open-source, and he seems to have disappeared.

Dtil can hide tiles, but Dtil hasn't been updated for the new release yet. I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything. Sorry. At least there's lots of coal these days. (Presuming you have a sedimentary layer.)
0x517A5D 01:53, 25 April 2010 (UTC)
I wish. I'm up in the mountains. No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--Draco18s 21:12, 25 April 2010 (UTC)
I think I found what you want. The DF2010:Utilities#DFHack listing says DFHacks reveal module can hide tiles as well. I'll copy this note to your talk page to ensure you see it.
0x517A5D 20:02, 26 April 2010 (UTC)
Found that more recently. Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort. Thanks though. :)--Draco18s 18:20, 27 April 2010 (UTC)


Enable magman buildings[edit]

Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --Gorfob 02:21, 18 March 2008 (EDT)

On running magma enabling utility I get the error "Failed to locate patch point for magma forge". Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --Justin Kace 21:24, 8 August 2008 (EDT)

I have had the same issue as you Justin. Hopefully we can get a fix for this soon. --Rock Mongler 19:43, September 4 2008 (EDT)

I get: Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running? regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --Zatnik 08:41, 7 January 2009 (EST)

I'm not surprised that it's no longer working. I haven't even looked at the source code in over a year. The Tweak utility can do the job and a whole lot more. (But Tweak is not yet updated for the 40d* series either.)
Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.
0x517A5D 13:33, 8 January 2009 (EST)

latest build[edit]

I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--Destor 17:23, 9 December 2008 (EST)

The slow mining doesn't bother me much. I can get my things safely underground quickly enough. (On a glacier map it might be different; I've never tried.)
I normally dig a channel around the edge of the map, for protection. I'm not doing that in my current game, but it does train a miner well. Later on, I do train my real miners on soil.
0x517A5D 15:36, 11 December 2008 (EST)
I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --Vandelay 19:50, 14 April 2009 (UTC)

Read your talk page shortly after getting started and found it highly inspirational :thumbsup: Also many thanks for the utils && continued involvement. --Freeze 04:01, 23 March 2009 (UTC)

Siege checklist[edit]

Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D FangXianfu 13:26, 12 May 2009 (UTC)

Oh, good. I wondered if anybody looked at that. Glad it's useful.
0x517A5D 23:47, 13 May 2009 (UTC)
Can I swipe that for the siege page?--Albedo 00:32, 6 June 2009 (UTC)
It's fine by me, but I'm not sure it actually should be on the siege page. Or at least flag it as, maybe, Suggested Best Practices or some such.
0x517A5D 20:28, 8 June 2009 (UTC)

Moodable skills & etc. updated[edit]

Some time later... Strange mood. Made a lot of tweaks, new tables, and re-ordered the overall presentation. Major rewrites are under the "eligibility" and "chance" subsections, w/ some under "workshops", and misc all over. (Comparing "history" is almost useless due to re-ordering.)--Albedo 12:46, 28 May 2009 (UTC)

Thanks, looks good. I see an issue I'll correct WRT "20 dwarves". Some of this is new to me, as I've not looked hard at the preconditions for entering a mood. Should this be protected with a spoiler tag the way thoughts are?
0x517A5D 19:04, 28 May 2009 (UTC)
Added a spoiler warning, half way thru, after some/most of the basics. But somehow I (we?) lost the weighting of "Miner" - any idea? Strange_mood#Chance --Albedo 08:33, 23 June 2009 (UTC)

Artifact quality[edit]

What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.

I don't think I was the person who figured that out. I don't remember doing it.
0x517A5D 20:19, 10 October 2009 (UTC)