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Difference between revisions of "v0.31:D init.txt"

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{{quality|Fine|18:00, 28 April 2011 (UTC)}}
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{{file|DF/data/init/d_init.txt}}
 
{{av}}
 
{{av}}
  
The '''d_init.txt''' file can be used to make many adjustments to the game's behavioral logic, such as disabling the economy in fortress mode, as well as some {{L|Technical tricks}} that improving framerate by deactivating features such as weather and temperature.
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The '''d_init.txt''' file can be used to make many adjustments to the game's behavioral logic, such as disabling the economy in fortress mode, as well as some [[Technical tricks]] such as improving framerate by deactivating features such as weather and temperature.
  
 
This file is located at Dwarf Fortress/data/init/d_init.txt.  
 
This file is located at Dwarf Fortress/data/init/d_init.txt.  
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The contents of the '''d_init.txt''' file by default can be found below.
 
The contents of the '''d_init.txt''' file by default can be found below.
  
''Content is from version 0.31.17''
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''Content is from version 0.31.25''
{{gamedata|Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some
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{{gamedata|1=Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of
 
your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
 
  
 
[AUTOSAVE:NONE]
 
[AUTOSAVE:NONE]
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[EMBARK_WARNING_ALWAYS:NO]
 
[EMBARK_WARNING_ALWAYS:NO]
  
You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from  
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You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in  
 
which case you don't need to change the settings here).
 
  
 
[SHOW_EMBARK_TUNNEL:FINDER]
 
[SHOW_EMBARK_TUNNEL:FINDER]
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[LOG_MAP_REJECTS:NO]
 
[LOG_MAP_REJECTS:NO]
  
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:<width>:<height>).  Numbers may run from 2 to 16.  The map size warning message  
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Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:<width>:<height>).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.
will go by these numbers.
 
  
 
[EMBARK_RECTANGLE:4:4]
 
[EMBARK_RECTANGLE:4:4]
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[PATH_COST:1:2:5:25]
 
[PATH_COST:1:2:5:25]
  
Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.   
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Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.
STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.   
 
The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds
 
will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles
 
closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.
 
  
 
[STORE_DIST_ITEM_DECREASE:20]
 
[STORE_DIST_ITEM_DECREASE:20]
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[WOUND_COLOR_MISSING:0:0:1]  The part is completely gone.  Default = dark gray
 
[WOUND_COLOR_MISSING:0:0:1]  The part is completely gone.  Default = dark gray
  
This controls the display of areas that are far below outside.  The format is SKY:<character>:<foreground color>:<background color>:<brightness>.  The <character> can be either an ASCII  
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This controls the display of areas that are far below outside.  The format is SKY:<character>:<foreground color>:<background color>:<brightness>.  The <character> can be either an ASCII tile number or a character in quotes, like '#'.
tile number or a character in quotes, like '#'.
 
  
 
[SKY:178:3:0:0]
 
[SKY:178:3:0:0]
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[POPULATION_CAP:200]
 
[POPULATION_CAP:200]
  
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current  
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This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children,  
 
multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
 
  
 
[BABY_CHILD_CAP:100:1000]
 
[BABY_CHILD_CAP:100:1000]
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[DISPLAY_LENGTH:23]
 
[DISPLAY_LENGTH:23]
  
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they  
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Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.
effectively stops you from exploring your old fortresses.
 
  
 
[ADVENTURER_TRAPS:NO]
 
[ADVENTURER_TRAPS:NO]
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[ADVENTURER_ALWAYS_CENTER:YES]
 
[ADVENTURER_ALWAYS_CENTER:YES]
  
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.   
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This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).
CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column  
 
(3 at size 5, and 5 at size 3).
 
  
 
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]
 
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]
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[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
[NICKNAME_LEGENDS:REPLACE_FIRST]}}
 
[NICKNAME_LEGENDS:REPLACE_FIRST]}}
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[[Category:v0.31:Files]]

Latest revision as of 15:00, 15 April 2019

File

Folder-orange.svg Dwarf Fortress

Folder.svg data

Folder.svg init

Text-x-generic.svg d_init.txt

This article is about an older version of DF.

The d_init.txt file can be used to make many adjustments to the game's behavioral logic, such as disabling the economy in fortress mode, as well as some Technical tricks such as improving framerate by deactivating features such as weather and temperature.

This file is located at Dwarf Fortress/data/init/d_init.txt.

The contents of the d_init.txt file by default can be found below.

Content is from version 0.31.25