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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" (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 ;) --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)
I don't think I can do caves. It's gotta be stored somewhere, but it's not in the place that this tool looks. I will keep an eye out.
Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers. Easy fix, but I'm not going to do a new beta version just to fix that one.
I also saw some interesting behavior from DF's map sizing. If you choose a 2x2 with that volcano at top left, you get a 2x2. But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left. It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well. I need to play with this some more.
0x517A5D 01:53, 23 December 2007 (EST)
Just wanted to chime in and say I vote for Regional Prospector.--N9103 16:05, 23 December 2007 (EST)

I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - Paul 12:55, 23 December 2007 (EST)

I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is here. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --Eiba 14:06, 24 December 2007 (EST)

Yes, I get the same behavior. I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.
0x517A5D Eiba's bug report location.png
I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas. It might be worth exploring other towns with a feature next to them. Anyway, I don't think I can do anything about this... it's just one of those things, y'know?

And good lock with that OCD; this utility made mine worse. (I just know that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)
0x517A5D 15:27, 24 December 2007 (EST)