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40d Talk:Utilities

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Dwarf Fortress File Depot

Would be great to get the majority of these uploaded to the Dwarf Fortress File Depot (DFFD). I'm having trouble with some of the currently linked hosting sites. I've just gotten Regional Prospector, so I'll see about getting that one up. Thanks guys! --SlMagnvox 14:33, 25 February 2008 (EST)




Accent Removal

I added the accent removal utility here from Accent Removal, since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? Zardus 00:51, 15 May 2008 (EDT)

Accent removal tutorial contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. Nophotoavailable 20:58, 1 August 2008 (EDT)

AutoHotKey

Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--Thehunterunseen 20:43, 31 October 2007 (EDT)

Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --Mizipzor 20:51, 31 October 2007 (EDT)
autohotkey [1] is a program like that --Thehunterunseen 21:13, 31 October 2007 (EDT)
That was the program I used. Wierd. For me, when I inputed "6" for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --Mizipzor 22:57, 31 October 2007 (EDT)
I know that shift + = 10×. Could that have something to do with it? --Savok 23:17, 31 October 2007 (EDT)
I use "Send {LeftArrow}{Enter}{Enter}", as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --Mizipzor 07:05, 1 November 2007 (EDT)
That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --Hesitris 18:53, 12 November 2007 (EST)
So could some people who actually know some autohotkey scripts make an article and submit some? --Thehunterunseen 13:37, 6 November 2007 (EST)
I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --Mizipzor 17:56, 6 November 2007 (EST)
I have a number of scripts that I use, but they randomly bug out for no apparent reason. They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF. Again, sometimes they work fine. I could post them and how they work if someone wants. FYI, I am on Vista and that may be an issue. --Geofferic 02:39, 19 November 2007 (EST)
I'm not sure how CPU cycles and the buffer interact in Vista. Is your FPS low? Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag? Or lag might be making the buffer overflow. It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer. You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps. Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard
I think it's a lag issue in DF. I've yet to figure out exactly what is causing lag for me. I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels. Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path. It definitely got better in this version, tho. I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch. --Geofferic 03:50, 21 November 2007 (EST)
AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --Knivesu 10:22, 23 December 2007 (EST)

Dwarf Foreman

Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at. I've also seen it bounce around. Definitely not a good sign if the list location isn't static. Or we're just looking at the wrong one completely. --AzureLightning

It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C->D->E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. Qalnor 16:37, 9 December 2007 (EST)

Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to? I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me. Even dwarfidpos is a little unclear.

dwarfidpos = Address of Dwarf Race ID
critter_start = Start of Main Creature Vector
profession_start = Offset into Main Creature Vector the array of jobs.

Jifodus 00:41, 7 March 2008 (EST)

Does anyone know the values for v0.28.181.39f? --Aristoi 18:18, 10 August 2008 (EDT)

Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --SWSaunders 09:10, 12 August 2008 (ADT)
Thanks Jerethi50, beat me to it. When I went to enter the values you already had! SWSaunders: What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory. In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file. For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far). The data was different but the pattern was the same. The profession offset hasn't changed so I left it as is. --Aristoi 11:13, 12 August 2008 (EDT)
That's exactly how I do it, except I have written a program that does it for me, since it saves time. I also tend to forget to post Dwarf Foreman's new config during updating. Usually I remember to update the tables at http://www.geocities.com/jifodus/tables/ini_jifodus/ and that has all the information you'd need (critter_start=[creature_data].base; profession_start=[creature_data].jobs); however, it seems I didn't update it this last go around. If you wander around my website, you should be able to find enough information posted there (provided you can understand it all) to learn how to update foreman for yourself. --Jifodus 22:22, 14 August 2008 (EDT)

To make Foreman compatible with previous versions of Dwarf Fortress, update the config file as shown below.

v0.27.168.33g

check=008c407c
critter_start=01427B50
dwarfidpos=01248AC8
profession_start=45c

v0.27.173.38a

check=01E30A43
critter_start=01450E98
dwarfidpos=01271E10
profession_start=45c

v0.27.176.38a

check=023401d3
critter_start=01463378
dwarfidpos=01284188
profession_start=480

v0.27.176.38b

check=01e3dbcc
critter_start=01463570
dwarfidpos=01284188
profession_start=0470

v0.27.176.38c

check=01cf4654
critter_start=01464570
dwarfidpos=01285188
profession_start=0470

v0.28.181.39a

check=01aa9d3a
critter_start=015124f4
dwarfidpos=0131f1b8
profession_start=0474

v0.28.181.39b

check=01a16957
critter_start=015134f4
dwarfidpos=013201b8
profession_start=0474

v0.28.181.39c

check=01b89dbc
critter_start=01513514
dwarfidpos=013201d8
profession_start=0474

v0.28.181.39d

check=01b0747e
critter_start=0151f93c
dwarfidpos=0132c1e0
profession_start=0474

v0.28.181.39e

check=01b76baa
critter_start=0151f93c
dwarfidpos=0132c1e0
profession_start=0474

v0.28.181.39f

check=036276be
critter_start=01575dec
dwarfidpos=01382690
profession_start=0474

v0.28.181.40a

check=03186cb3
critter_start=0158222c
dwarfidpos=0138e698
profession_start=0474

Regional Prospector?

I notice the Regional Prospector utility is no longer listed - what happened to it and did it get updated to the newest version? --Squirrelloid 05:20, 20 November 2008 (EST)

The functionality is now provided on the embark screen, so the utility is obsolete. Random832 08:38, 20 November 2008 (EST)
Except it really isn't. Yeah, I can have it search the world for a site for me, but it doesn't tell me where exactly those features are - so if I want to play with size or location a little bit I don't know if I'm losing anything. It also returns only one hit, which can make finding the type of site you want hard, especially as some variables (tree cover, relative elevation, diversity of alignment/biomes) can't be searched over making that first hit with an underground river and magma pipe (or whatever) not necessarily the one you want. --Squirrelloid 10:42, 20 November 2008 (EST)
Yes, it is. Regional Prospector would make the game show various features on the local embark map such as chasms, magma vents and magma pools. This is now supported natively by changing the "SHOW_EMBARK_???" variables in the init.txt file to "ALWAYS". Same functionality. The site finder feature which you're referring to is an additional feature, which indeed doesn't yet work perfectly. --Janus 11:06, 20 November 2008 (EST)