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	<updated>2026-04-12T19:25:56Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=84616</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=84616"/>
		<updated>2010-04-06T00:38:19Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: Created page with 'I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39603</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39603"/>
		<updated>2008-08-21T02:59:35Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: &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;
:: ++! I'd dearly love a 2.0 version; various vexing vagaries prohibit me from installing 3.5. Has there been any news since April? [[User:Spirilus|Spirilus]] 16:46, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 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;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&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;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 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;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&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.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) &amp;amp;mdash;[[User:Corhen|Corhen]] 8:55, 15 July 2008&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reveal and Profile Edit Issue==&lt;br /&gt;
&lt;br /&gt;
I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
&lt;br /&gt;
When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
&lt;br /&gt;
Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tile Edit Tile ID List ==&lt;br /&gt;
&lt;br /&gt;
Further explorations with Tweak leave me convinced we're missing another memory location that holds each block's type. Sandy clay Wall in one area doesn't match up with the data I gathered for my table of IDs, and there isn't enough data to be customized in Tile Edit to account for all the possibilities of ores and gems. Unfortunately I'm not knowledgable enough, nor am I patient enough, to find this memory location. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 19:37, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tile composition and gem type are special cases that are not held in tile data, and they have not been completely understood. &amp;amp;mdash;[[User:Rick|Rick]] 19:58, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually Gems and ore are understood.  They are considered Events (from the memory hack page terms) and are flagged by a bitmap.  The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there.  The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files).  Using events you can add any type of deposit to the tile area (add sand to obsidian).  When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile.  IDs X -&amp;gt; Y for example will always be smooth walls, just of main biome material.  What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure.  To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before.  Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome.   I started documenting this on my user page.  --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure why you wrote that blurb instead of linking to my page on it. I know the gem stuff is known, I should have been more clear, I meant the composition/type regional layer muckery. &amp;amp;mdash;[[User:Rick|Rick]] 20:51, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry 'bout that. Which page are you talking about? There are so many, that when I was looking for info I really didn't know where to look for valid info.  I wrote the blurb because he was talking about gems and ore specifically, and I guess I misunderstood your response. --[[User:Corc|Corc]] 21:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: [[User:Rick/Memory_research#Mineral_Event]] &amp;amp;mdash;[[User:Rick|Rick]] 22:01, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, great, I wasn't sure if there was a newer one made. Now Valarnin has a link and a short explanation to go with it.  So now he may be inspired to continue having fun digging in the memory :) --[[User:Corc|Corc]] 00:38, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I'm not sure I understand exactly what's going on there. Is the vector a pointer to the mineral event's location? It would be so much easier if this was mapped out in Tile Edit. Speaking of Tile Edit, is the source available? I may be able to modify it to show the extra info. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 13:37, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Okay, I built Corc's modification to Reveal and learned a bit from that, but I have no example of a GUI and I'm a C++ programmer, not a C# programmer. I need an example of a GUI. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 14:11, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I was trying to do something similar myself. Just in case you didn't see it, here is a link to Rick's Dev discussion ([[User_Talk:Rick/Tweak/Development]]) which might be a better place to talk about all this.  What I did was just go through the c# gui sample and copy and paste stuff in while reading about what does what. --[[User:Corc|Corc]] 14:26, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Versions ==&lt;br /&gt;
Any Idea when we will have an update for the most recent versions? What is needed? What do us Noobs do to get it to work?--[[User:ERoberts|ERoberts]] 13:58, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm currently busy &amp;quot;in real life&amp;quot; with work so I can't tend to Tweak for the latest version of DF just yet. Aside from minor bugs with Tweak modules (such as the freezing bug with Tile Edit) there is no need for an update other than providing Tweak with data for the version you want to use it with. You can probably find the information needed for Tweak's XML files for the new version on Jifodus's user page. &amp;amp;mdash;[[User:Rick|Rick]] 05:20, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry its been a while since I've done this, do I still just put that info in a memory.ini file?&lt;br /&gt;
&lt;br /&gt;
::: I've got something to do today, but if no one has done it yet, I'll try to get something available later tonight for people. --[[User:Corc|Corc]] 11:42, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: You get the hash for the newest version, open up versions.xml, and add a new line such as this:&lt;br /&gt;
 	&amp;lt;version name=&amp;quot;0.27.176.39c&amp;quot; hash=&amp;quot;8f8cf06b1cd5ea102881a7cced767d4f&amp;quot; /&amp;gt;&lt;br /&gt;
:::: Then, you copy the newest version's folder you have in the versions folder and rename it to the newest version. Finally, you change the data in each xml file to match Jifodus's user page. I've uploaded the newest versions and the versions.xml file for 39b and 39c here:&lt;br /&gt;
 	http://dffd.wimbli.com/file.php?id=309&lt;br /&gt;
:::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jifodus's page. Corc, if you happen to know, tell me and I'll update the file.&lt;br /&gt;
&lt;br /&gt;
::::: Sorry to drop the ball. I don't think I could do much more than what was done already without spending a lot of time I don't have. Very grateful to whoever set that up (post your sig next time :P) --[[User:Corc|Corc]] 00:32, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: T'was me. I was a bit tired when I posted that. You could have checked the uploader on DFFD too. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 02:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Any chance of getting compatibility with 39e? --[[User:Deekin|Deekin]] 15:44, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Deekin beat me to the punch.  Ditto on the 39e request. :)  --Mozleron 12:46, 1 August 2008 (PDT)&lt;br /&gt;
:: Fix for 39e is here (hash included)EDIT: Only address lookup works: http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39e.core.xml --[[User:Aluminus|Aluminus]] 11:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If someone who knows how has the time, could you please add a section explaining how to get the hash for the new version? That way we can update this to work with new versions faster. [[User:Dangerous Beans|Dangerous Beans]] 01:54, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you're running one instance of the new version of DF, and in Tweak you choose File-&amp;gt;Select Process, it will ask you if you're sure you want to connect to the process (and it will give you the PID).  If you say yes, it will calculate the hash, look it up in versions.xml, find no match, and then show you a message box that includes the hash.  Copy that down, and then you can edit versions.xml.  --[[User:Exponent|Exponent]] 12:19, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like you'll need to manually create a directory in &amp;quot;versions&amp;quot; to keep it from crashing and even then, you'd need to have the correct memory offsets to make it work. --[[User:Aristoi|Aristoi]] 19:31, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===How I got tweak to work with 39f===&lt;br /&gt;
This should work with newer versions, too, as long as jifodus finds new memory locations as quickly as he did this time. It only got Adjust Start, Reveal, and Tile Edit to work, though.&lt;br /&gt;
* Create a new folder tweak/versions/0.28.181.39f&lt;br /&gt;
* Download http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39f.core.xml and save it in the new folder as core.xml&lt;br /&gt;
* Open tweak/versions.xml in notepad or similar&lt;br /&gt;
* Add the line ''&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;'' after the other versions; for other versions than 39f, find the hash in the new core.xml (in the ''&amp;lt;pe '' line)&lt;br /&gt;
* Save versions.xml and open core.xml. Delete the lines that start with ''&amp;lt;pe '' and ''&amp;lt;timestamp '' then save the fine&lt;br /&gt;
* Now start Tweak and use like normal. Adjust Start, Reveal, and Tile Edit should work fine.&lt;br /&gt;
Of course, it would be nice if someone found all of the Tweak-related memory locations right away, but I'm not willing to be that someone, so I can't be too demanding. --[[User:Nagromo|Nagromo]] 22:07, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Great work!  I had a bit of a problem with it until I deleted all of these lines fromt he XML:&lt;br /&gt;
:::	&amp;lt; !-- the following is used by 3D Dwarf/Dwarf Visualizer --&amp;gt;&lt;br /&gt;
:::	&amp;lt;pe timestamp_offset=&amp;quot;0x004000F8&amp;quot; timestamp=&amp;quot;0x489D8C7F&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;v0.28.181.39f&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt; !-- add the following line to DwarfFortress.Versions.xml&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; number=&amp;quot;28181396&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;&lt;br /&gt;
:::	-- &amp;gt;&lt;br /&gt;
::--[[User:Aristoi|Aristoi]] 22:33, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How do I get it to work with the new version?==&lt;br /&gt;
How do I get tweak to work with v0.28.181.40a? I am not good with computers.--[[User:Demosthenes|Demosthenes]] 22:59, 20 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Demosthenes&amp;diff=42114</id>
		<title>User:Demosthenes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Demosthenes&amp;diff=42114"/>
		<updated>2008-06-01T07:02:30Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: Corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some quotes!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; 5 of which are sitting in a stockpile. So I've used 3851 blocks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; are your glassmakers legendary&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Yes. I have many legendary glass makers,&lt;br /&gt;
including my leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; And several children.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Because of moods, and Dwarf Foreman. I use Child Labor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; how dreadful&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; They slave away for hours at burning hot furnaces, blowing molten glass over magma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; you are a beast of a man&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Letters aren't in the alphabet!  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; I MEAN NUMBERS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; &amp;gt;:|&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Demosthenes&amp;diff=42113</id>
		<title>User:Demosthenes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Demosthenes&amp;diff=42113"/>
		<updated>2008-06-01T07:02:04Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some quotes!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; 5 of which are sitting in a stockpile. So I've used 3851 blocks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; are your glassmakers legendary&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Yes. I have many legendary glass makers,&lt;br /&gt;
&lt;br /&gt;
legendary glass makers, including my leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; And several children.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Because of moods, and Dwarf Foreman. I use Child Labor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; how dreadful&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; They slave away for hours at burning hot furnaces, blowing molten glass over magma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; you are a beast of a man&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Letters aren't in the alphabet!  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; I MEAN NUMBERS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; &amp;gt;:|&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Demosthenes&amp;diff=42112</id>
		<title>User:Demosthenes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Demosthenes&amp;diff=42112"/>
		<updated>2008-06-01T06:55:39Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: New page: Some quotes! --- &amp;lt;Demosthenes&amp;gt; 5 of which are sitting in a stockpile. So I've used 3851 blocks. &amp;lt;GauHelldragon&amp;gt; are your glassmakers legendary &amp;lt;Demosthenes&amp;gt; Yes. I have many legendary glas...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some quotes!&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; 5 of which are sitting in a stockpile. So I've used 3851 blocks.&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; are your glassmakers legendary&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Yes. I have many legendary glass makers,&lt;br /&gt;
legendary glass makers, including my leader.&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; And several children.&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Because of moods, and Dwarf Foreman. I use Child Labor.&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; how dreadful&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; They slave away for hours at burning hot furnaces, blowing molten glass over magma.&lt;br /&gt;
&amp;lt;GauHelldragon&amp;gt; you are a beast of a man&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; Letters aren't in the alphabet!&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; I MEAN NUMBERS&lt;br /&gt;
&amp;lt;Demosthenes&amp;gt; &amp;gt;:|&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33229</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33229"/>
		<updated>2008-02-29T02:03:54Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33228</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33228"/>
		<updated>2008-02-29T02:03:38Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8965</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8965"/>
		<updated>2008-02-23T02:27:13Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Rick's utilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensual visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows some for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.176.38a''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DF Merge by Ikkonoishi ==&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allow you to compare even folders or just files and it highlight where lines are different so see what make files different. So that can see what you want merge into one file or not.&lt;br /&gt;
&lt;br /&gt;
Which is at http://winmerge.org/ to download it. [[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33214</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33214"/>
		<updated>2008-02-21T00:24:13Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33212</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33212"/>
		<updated>2008-02-19T22:22:06Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11203</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11203"/>
		<updated>2008-02-18T22:07:25Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Flow? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;♠&lt;br /&gt;
&lt;br /&gt;
Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd li♠♠ke to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4476</id>
		<title>40d:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4476"/>
		<updated>2008-01-02T09:28:05Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Power Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Power]] is used to drive devices such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] into [[flour]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power Requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*Large machine bits: (10)&lt;br /&gt;
*[[Screw pump]]: (10)&lt;br /&gt;
*[[Water wheel]]: (10) (When not generating power)&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
*[[Water wheel]]: (100), flow required&lt;br /&gt;
*[[Windmill]]: variable, above ground only.  Values of (0), (20), and (40) have been reported.&lt;br /&gt;
&lt;br /&gt;
==Power Transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transfered between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Gear assemblies take up a single tile and connect power to any device within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gears assemblies (5), axles are more appropriate and convinient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. A an axle 5 tiles long will use (5) power. Axles can be directly attached to widmills, waterwheels and screw pumps in order to provide power. &lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transfering it. Adjacent screw pumps will transfer power betweem themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
==Power Control==&lt;br /&gt;
&amp;lt;!-- How to turn power on and off --&amp;gt;&lt;br /&gt;
Connecting a power source such as a windmill directly to a screw pump will force the device to be in constant operation. To stop the screw pump either the power source or the pump must be dismantled.&lt;br /&gt;
&lt;br /&gt;
A better alternative is to use a [[lever]] connected to a [[gear assembly]]. Levers can be used to move the gear assembly between a working state and deconstructed state. Note: any hanging devices being supported by the gear assembly will collapse to their base materials when it is disabled{{version|0.27.169.33f}}. To prevent this from happening, hook up the lever to a second gear assembly attached to the supporting one.&lt;br /&gt;
&lt;br /&gt;
[[category:physics]]&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25031</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25031"/>
		<updated>2007-12-16T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently, magma-safe materials are known to include [[iron]],[[Glass]], [[steel]], [[bauxite]], and [[adamantine]], but currently it is difficult to control magma flow with floodgates since mechanisms must be made out of [[Rock|rocks]], most of which are non-magma-safe materials (Bauxite being a notable exception). [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001614]&lt;br /&gt;
&lt;br /&gt;
Mechanisms made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma channel.  The mechanism on the trigger need not be magma-safe, only the one on the floodgate. In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C) {{verify}}&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
* [[ash|Ashes]]. If you can build a [[wood furnace]], you can follow up with a [[magma smelter]] (built of ashes) immediately. This might be a bug.{{version|0.27.169.33d}}&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25092</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25092"/>
		<updated>2007-12-16T07:05:38Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd like a rock/gem/ore tool. Would be really neat. Especially the ore/gem one. Also, maybe water/magma creation tools if possible?--[[User:Spelguru|Spelguru]] 01:29, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Something similar to the old skills.exe would be great! --[[User:Vanan|Vanan]] 11:44, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What I'd like is some way to search for a particular tile on the map.  Probably the easiest thing for you to code is to have reveal.exe have an option where it prints the map data to a file in some simple text format (Just a simple list of 'Z,X,Y &amp;quot;tile code&amp;quot;' would be sufficient.  mapping what tiles have what value would be nice, but not necessary.)  I want to answer the question &amp;quot;Is the raw material for the item the possessed dwarf is asking for somewhere on my map, and if so, where?&amp;quot;  --[[User:Warnold|Warnold]] 23:08, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I would like to request something that teleports items. --[[User:Demosthenes|Demosthenes]] 02:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wild Praise ==&lt;br /&gt;
Thank you so much for your incredible work! Your applications add so much fun to the game! --[[User:Vanan|Vanan]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Astonishing response time for 33e!  --[[User:Geofferic|Geofferic]] 01:04, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== In reply to ==&lt;br /&gt;
Your statement to me on my page, &amp;quot;Don't subject your opinion unto others. (Though I think you were just trying to be funny...) --Rick 03:54, 31 October 2007 (EDT)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course I was. But some people have no real sense of humor. &lt;br /&gt;
&lt;br /&gt;
Also, some people believe they can do things they tell others NOT to do. Your statement is a perfect example of this. You tell me not to subject others to MY opinion, but in doing so you are subjecting me to YOUR opinion. Oh yes, you are one of the VIPs in the DF community, because you wrote a couple utilities. So I suppose I should be humble in your presence, and bow to someone so great. I would do that, but when I bow, I do it facing AWAY from that person, and I drop my trousers at the same time. Still want me to bow to your greatness?&lt;br /&gt;
&lt;br /&gt;
I read other contributions here that voice their opinions the same as I did. I wonder if you said the same thing to all of them as well? Tho since I was able to read the pages they wrote, you clearly did not delete their words as you did mine. And while other entries I made were either deleted or edited, as I expected them to be, since I am not a great wiki writer, you were the only one to send me a somewhat nasty note. &lt;br /&gt;
&lt;br /&gt;
Think whatever you like of me, but at least I was contributing, and trying to give a few smiles along the way. Seems to me tho, that DF is fun, and it's wiki should be too. And, from other pages I read, others feel the same way I do. Maybe you should take a look around at some of their pages, and lighten up yourself a bit? Maybe trade with the elves for a tame blue jay, and drop it down your shorts. If that doesnt get a giggle out of you, maybe you should go join the undead at one of their ruins?&lt;br /&gt;
&lt;br /&gt;
: Wow, way to blow up that up, I was just jesting. I think I'll leave your words here, [[User:Darknight|Darknight]]. --[[User:Rick|Rick]] 19:25, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Oh, and for the record, I did not remove your message, someone else did that. Check the page history. --[[User:Rick|Rick]] 19:29, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== heal.exe bug? ==&lt;br /&gt;
&lt;br /&gt;
Hmm... I've found that heal -hurt doesn't work on fire men, at least in 33b. It sets all their body parts to red, but the fire man just keeps wandering around and scaring my poor witless dwarves. I haven't found a living fire man yet in 33c so I can't check. [[User:Runspotrun|Runspotrun]] 06:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Are firemen immune to pain? Hurt just nukes bodyparts, not kills creatures, most creatures who feel pain will die from that, but I guess ones who don't won't. --[[User:Rick|Rick]] 12:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just checked - yes they are. That'd explain it then, ta. [[User:Runspotrun|Runspotrun]] 14:38, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25091</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25091"/>
		<updated>2007-12-16T07:05:21Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd like a rock/gem/ore tool. Would be really neat. Especially the ore/gem one. Also, maybe water/magma creation tools if possible?--[[User:Spelguru|Spelguru]] 01:29, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Something similar to the old skills.exe would be great! --[[User:Vanan|Vanan]] 11:44, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What I'd like is some way to search for a particular tile on the map.  Probably the easiest thing for you to code is to have reveal.exe have an option where it prints the map data to a file in some simple text format (Just a simple list of 'Z,X,Y &amp;quot;tile code&amp;quot;' would be sufficient.  mapping what tiles have what value would be nice, but not necessary.)  I want to answer the question &amp;quot;Is the raw material for the item the possessed dwarf is asking for somewhere on my map, and if so, where?&amp;quot;  --[[User:Warnold|Warnold]] 23:08, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to request something that teleports items. --[[User:Demosthenes|Demosthenes]] 02:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wild Praise ==&lt;br /&gt;
Thank you so much for your incredible work! Your applications add so much fun to the game! --[[User:Vanan|Vanan]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Astonishing response time for 33e!  --[[User:Geofferic|Geofferic]] 01:04, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== In reply to ==&lt;br /&gt;
Your statement to me on my page, &amp;quot;Don't subject your opinion unto others. (Though I think you were just trying to be funny...) --Rick 03:54, 31 October 2007 (EDT)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course I was. But some people have no real sense of humor. &lt;br /&gt;
&lt;br /&gt;
Also, some people believe they can do things they tell others NOT to do. Your statement is a perfect example of this. You tell me not to subject others to MY opinion, but in doing so you are subjecting me to YOUR opinion. Oh yes, you are one of the VIPs in the DF community, because you wrote a couple utilities. So I suppose I should be humble in your presence, and bow to someone so great. I would do that, but when I bow, I do it facing AWAY from that person, and I drop my trousers at the same time. Still want me to bow to your greatness?&lt;br /&gt;
&lt;br /&gt;
I read other contributions here that voice their opinions the same as I did. I wonder if you said the same thing to all of them as well? Tho since I was able to read the pages they wrote, you clearly did not delete their words as you did mine. And while other entries I made were either deleted or edited, as I expected them to be, since I am not a great wiki writer, you were the only one to send me a somewhat nasty note. &lt;br /&gt;
&lt;br /&gt;
Think whatever you like of me, but at least I was contributing, and trying to give a few smiles along the way. Seems to me tho, that DF is fun, and it's wiki should be too. And, from other pages I read, others feel the same way I do. Maybe you should take a look around at some of their pages, and lighten up yourself a bit? Maybe trade with the elves for a tame blue jay, and drop it down your shorts. If that doesnt get a giggle out of you, maybe you should go join the undead at one of their ruins?&lt;br /&gt;
&lt;br /&gt;
: Wow, way to blow up that up, I was just jesting. I think I'll leave your words here, [[User:Darknight|Darknight]]. --[[User:Rick|Rick]] 19:25, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Oh, and for the record, I did not remove your message, someone else did that. Check the page history. --[[User:Rick|Rick]] 19:29, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== heal.exe bug? ==&lt;br /&gt;
&lt;br /&gt;
Hmm... I've found that heal -hurt doesn't work on fire men, at least in 33b. It sets all their body parts to red, but the fire man just keeps wandering around and scaring my poor witless dwarves. I haven't found a living fire man yet in 33c so I can't check. [[User:Runspotrun|Runspotrun]] 06:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Are firemen immune to pain? Hurt just nukes bodyparts, not kills creatures, most creatures who feel pain will die from that, but I guess ones who don't won't. --[[User:Rick|Rick]] 12:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just checked - yes they are. That'd explain it then, ta. [[User:Runspotrun|Runspotrun]] 14:38, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21629</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21629"/>
		<updated>2007-11-22T03:54:47Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* Segregration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once you're army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]] peasant [[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping - create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible and give trade it to the dwarven caravan each year.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use iron melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two seperate,working, independant fortresses. All the men go in one, all the women in the other.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21628</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21628"/>
		<updated>2007-11-22T03:54:27Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once you're army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]] peasant [[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping - create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible and give trade it to the dwarven caravan each year.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use iron melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Segregration ==&lt;br /&gt;
&lt;br /&gt;
Make two seperate,working, independant fortresses. All the men go in one, all the women in the other.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11770</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11770"/>
		<updated>2007-11-21T07:14:01Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: /* How to use? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
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?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: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? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, 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. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::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. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::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. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::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.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::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&lt;br /&gt;
&lt;br /&gt;
:::::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.&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
&lt;br /&gt;
Crap, can't finish this, or even format it properly because my connection is flaking out when I try to submit to the wiki.--[[User:Trukkle|Trukkle]] 20:28, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: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. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11769</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11769"/>
		<updated>2007-11-21T07:10:35Z</updated>

		<summary type="html">&lt;p&gt;Demosthenes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
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?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: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? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, 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. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::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. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::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. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::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.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::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&lt;br /&gt;
&lt;br /&gt;
:::::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.&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
&lt;br /&gt;
Crap, can't finish this, or even format it properly because my connection is flaking out when I try to submit to the wiki.--[[User:Trukkle|Trukkle]] 20:28, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: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. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
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==How to use?==&lt;br /&gt;
How do you use adjuststart.exe, heal.exe, and warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Demosthenes</name></author>
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