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	<updated>2026-05-02T12:32:30Z</updated>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&amp;diff=37306</id>
		<title>User talk:Bartavelle/DesignatorTiles</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&amp;diff=37306"/>
		<updated>2008-05-14T21:14:50Z</updated>

		<summary type="html">&lt;p&gt;SP2: /* Error */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Been experimenting with this&lt;br /&gt;
&lt;br /&gt;
db 09000 0, db 29000 0, db 49000 0, db 69000 0, db 89000 0, db a9000 0, db c9000 0, db e9000 0&lt;br /&gt;
&lt;br /&gt;
All give the same tile a rough, dark, inside, subterranean obsidian wall. All save db 09000 0 were found naturally occurring in the map.&lt;br /&gt;
The patten of numbers continues up ie, db 109000 0 db, 129000 0 etc.&lt;br /&gt;
&lt;br /&gt;
The same values were found and worked on various z levels, and could all be found naturally on different z levels that contained obsidian.&lt;br /&gt;
&lt;br /&gt;
Further testing gives: db 19000 0 ,db 39000 0, db 59000 0, makes the tile rough, dark, outside, subterranean obsidian wall&lt;br /&gt;
This continues up in a similar pattern to that above.&lt;br /&gt;
&lt;br /&gt;
Smoothing changes only the first value, only checked a few dozen tiles but I had values from 133 to 145. 144 seemed to be an extremely common value though this may be due to tiles altered during the previous bout of testing.&lt;br /&gt;
:Each different type of displayed tile has a different number. For example, horizontal, vertical, and each corner smoothed tile have different first values. --[[User:Valdemar|Valdemar]] 18:18, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Damp/warm states don't seem to be included in these values as damp/warm tiles were changed in material without affecting their state. Existing damp/warm tiles held the same values as those found elsewhere.&lt;br /&gt;
--[[User:Metalax|Metalax]] 07:35, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've figured out almost all of the designation flags (the second number). See my page at [[User:Valdemar/Designation_Flags]]. --[[User:Valdemar|Valdemar]] 18:18, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How the hell do I use this? ==&lt;br /&gt;
&lt;br /&gt;
Yeah. --[[User:GreyMario|GreyMario]] 00:03, 14 February 2008 (EST)&lt;br /&gt;
:Nevermind, figured it out. --[[User:GreyMario|GreyMario]] 00:43, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extra info. ==&lt;br /&gt;
&lt;br /&gt;
You'll want this info as well:&lt;br /&gt;
&lt;br /&gt;
Please note that for the following, the first number is the key. The second number controls other things, such as subterranean status and being unrevealed, or containing a liquid.&lt;br /&gt;
&lt;br /&gt;
CHASM: 23 2008 0&lt;br /&gt;
&lt;br /&gt;
PIT (HIDDEN): 2a 20089a00 0&lt;br /&gt;
PIT (visible):2a 2008 0&lt;br /&gt;
** Note: In neither case does a pit spawn demons when produced in an area that would not normally have a pit. Have not tested in an area with a natural pit.&lt;br /&gt;
&lt;br /&gt;
Lava source: 108 24295807 0 - Nice.&lt;br /&gt;
Water source: 59 240c9807 0 - Equally nice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
==Comapanion Tiles==&lt;br /&gt;
| '''What is it?''' || '''Value one''' || '''Value 2'''||'''Value 3''' &lt;br /&gt;
|-&lt;br /&gt;
| Lava Source || 108 || 24295807||0&lt;br /&gt;
|-&lt;br /&gt;
| Water Source (Waterfall) || 59 || 240c9807||0&lt;br /&gt;
|-&lt;br /&gt;
| Black Sand || 161 || 1094800||0&lt;br /&gt;
|-&lt;br /&gt;
| Demon Pits (Revealed) || 2a || 2008||0&lt;br /&gt;
|-&lt;br /&gt;
| Demon Pits (Un-Revealed) || 2a || 20089a00||0&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>SP2</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&amp;diff=37305</id>
		<title>User talk:Bartavelle/DesignatorTiles</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&amp;diff=37305"/>
		<updated>2008-05-13T16:55:21Z</updated>

		<summary type="html">&lt;p&gt;SP2: Error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Been experimenting with this&lt;br /&gt;
&lt;br /&gt;
db 09000 0, db 29000 0, db 49000 0, db 69000 0, db 89000 0, db a9000 0, db c9000 0, db e9000 0&lt;br /&gt;
&lt;br /&gt;
All give the same tile a rough, dark, inside, subterranean obsidian wall. All save db 09000 0 were found naturally occurring in the map.&lt;br /&gt;
The patten of numbers continues up ie, db 109000 0 db, 129000 0 etc.&lt;br /&gt;
&lt;br /&gt;
The same values were found and worked on various z levels, and could all be found naturally on different z levels that contained obsidian.&lt;br /&gt;
&lt;br /&gt;
Further testing gives: db 19000 0 ,db 39000 0, db 59000 0, makes the tile rough, dark, outside, subterranean obsidian wall&lt;br /&gt;
This continues up in a similar pattern to that above.&lt;br /&gt;
&lt;br /&gt;
Smoothing changes only the first value, only checked a few dozen tiles but I had values from 133 to 145. 144 seemed to be an extremely common value though this may be due to tiles altered during the previous bout of testing.&lt;br /&gt;
:Each different type of displayed tile has a different number. For example, horizontal, vertical, and each corner smoothed tile have different first values. --[[User:Valdemar|Valdemar]] 18:18, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Damp/warm states don't seem to be included in these values as damp/warm tiles were changed in material without affecting their state. Existing damp/warm tiles held the same values as those found elsewhere.&lt;br /&gt;
--[[User:Metalax|Metalax]] 07:35, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've figured out almost all of the designation flags (the second number). See my page at [[User:Valdemar/Designation_Flags]]. --[[User:Valdemar|Valdemar]] 18:18, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How the hell do I use this? ==&lt;br /&gt;
&lt;br /&gt;
Yeah. --[[User:GreyMario|GreyMario]] 00:03, 14 February 2008 (EST)&lt;br /&gt;
:Nevermind, figured it out. --[[User:GreyMario|GreyMario]] 00:43, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extra info. ==&lt;br /&gt;
&lt;br /&gt;
You'll want this info as well:&lt;br /&gt;
&lt;br /&gt;
Please note that for the following, the first number is the key. The second number controls other things, such as subterranean status and being unrevealed, or containing a liquid.&lt;br /&gt;
&lt;br /&gt;
CHASM: 23 2008 0&lt;br /&gt;
&lt;br /&gt;
PIT (HIDDEN): 2a 20089a00 0&lt;br /&gt;
PIT (visible):2a 2008 0&lt;br /&gt;
** Note: In neither case does a pit spawn demons when produced in an area that would not normally have a pit. Have not tested in an area with a natural pit.&lt;br /&gt;
&lt;br /&gt;
Lava source: 108 24295807 0 - Nice.&lt;br /&gt;
Water source: 59 240c9807 0 - Equally nice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
==Comapanion Tiles==&lt;br /&gt;
| '''What is it?''' || '''Value one''' || '''Value 2'''||'''Value 3''' &lt;br /&gt;
|-&lt;br /&gt;
| Lava Source || 108 || 24295807||0&lt;br /&gt;
|-&lt;br /&gt;
| Water Source (Waterfall) || 59 || 240c9807||0&lt;br /&gt;
|-&lt;br /&gt;
| Black Sand || 161 || 1094800||0&lt;br /&gt;
|-&lt;br /&gt;
| Demon Pits (Revealed) || 2a || 2008||0&lt;br /&gt;
|-&lt;br /&gt;
| Demon Pits (Un-Revealed) || 2a || 20089a00||0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== Error ==&lt;br /&gt;
&lt;br /&gt;
Every time I run it I get an error:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
 File &amp;quot;C:\companion\scripts\designator.py&amp;quot;&lt;br /&gt;
, line 4, in &amp;lt;module&amp;gt;&lt;br /&gt;
  from dwarfdbg import *&lt;br /&gt;
ImportError: No module named dwarfdbg&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any solutions --[[User:SP2|SP2]] 12:55, 13 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>SP2</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39535</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39535"/>
		<updated>2008-05-07T23:20:25Z</updated>

		<summary type="html">&lt;p&gt;SP2: /* Freezing Tile Edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;/div&gt;</summary>
		<author><name>SP2</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39472</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39472"/>
		<updated>2008-05-07T23:12:17Z</updated>

		<summary type="html">&lt;p&gt;SP2: /* more operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>SP2</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39471</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39471"/>
		<updated>2008-05-07T23:11:27Z</updated>

		<summary type="html">&lt;p&gt;SP2: /* more operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing.&lt;/div&gt;</summary>
		<author><name>SP2</name></author>
	</entry>
</feed>