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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Soundandfury</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Soundandfury"/>
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	<updated>2026-05-18T21:26:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Soundandfury/DF_Designer&amp;diff=175944</id>
		<title>User talk:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Soundandfury/DF_Designer&amp;diff=175944"/>
		<updated>2012-07-27T00:17:35Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* Compiling on MacOSX */ Thanks for the reports&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Compiling on MacOSX ==&lt;br /&gt;
&lt;br /&gt;
HebaruSan's 0.12 version for OSX didn't run for me, I think because it is a 32-bit executable and my system is 64 (in particular, my SDL libraries are).&lt;br /&gt;
&lt;br /&gt;
So, I decided to try compiling the lastest version myself.  I cloned the repository, and checked out the lastest release tag, which is 0.16.3 as of this writing. Without any changes, running `make` gives some errors, but they are actually all benign and the executable ./bin/designer is successfully built and runs perfectly.&lt;br /&gt;
&lt;br /&gt;
* The same dependencies as Linux must be installed, I use [http://mxcl.github.com/homebrew/ Homebrew], but the process should be similar for any other OSX package manager.&lt;br /&gt;
** brew install sdl&lt;br /&gt;
** brew install sdl_image&lt;br /&gt;
** brew install sdl_ttf&lt;br /&gt;
* Apple's command line developer tools must also be installed; they are freely available from Apple.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* The symlink to ./bin/designer is not created, because the --symbolic option to `ln` is a GNU thing and is not recognized by BSD's `ln`.&lt;br /&gt;
** Can be fixed by changing --symbolic to -s in the Makefile&lt;br /&gt;
* Lots of errors from mkdir about directories that already exist, which are harmless, but can be squelched by adding the -p option to mkdir.&lt;br /&gt;
* A handful of linker errors, which appear to be benign.&lt;br /&gt;
&lt;br /&gt;
:Great, glad to hear it builds OK.  I'll incorporate those fixes into the next release, whenever that happens.  (DFD development has been dormant for quite a while now) [[User:Soundandfury|soundandfury]] 00:17, 27 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forbid&amp;diff=143379</id>
		<title>v0.31:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forbid&amp;diff=143379"/>
		<updated>2011-04-01T06:16:32Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:16, 1 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An item that is forbidden will never be handled by your dwarves. It is the opposite of {{L|reclaim}}. For example, {{L|stone}}s that have been forbidden will not appear in the {{L|construction}} menu, and will not be used at {{L|workshop}}s. If a forbidden object is on a build site, the building will be suspended and an announcement will appear informing the player that the build site is blocked.&lt;br /&gt;
&lt;br /&gt;
==Forbidding items==&lt;br /&gt;
*In order to forbid a specific item, use {{k|k}} and scroll over the item you wish to forbid. Then press {{k|f}} in order to toggle the forbidden state of the item.&lt;br /&gt;
&lt;br /&gt;
*In order to mass forbid entire swathes of items, use the {{k|d}}-{{k|b}}-{{k|f}} keys and designate items with either the keyboard or the mouse.&lt;br /&gt;
&lt;br /&gt;
*In order to prevent your dwarves from using a specific workshop, press {{k|t}} and forbid the materials that the workshop is made of. &lt;br /&gt;
&lt;br /&gt;
==Uses of forbidding items==&lt;br /&gt;
*Dwarves in {{L|strange mood}}s can be directed to materials of your choice by selectively forbidding objects.&lt;br /&gt;
&lt;br /&gt;
*Preventing dwarves from looting the bodies of your enemies (or friends) during a {{L|siege}} by forbidding items on the battlefield is generally a good idea. You can also go to the Forbid orders menu with {{k|o}}-{{k|F}} to make these forbidden by default.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=143378</id>
		<title>v0.31:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=143378"/>
		<updated>2011-04-01T06:14:31Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:14, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A cloud of purple stench that makes your {{l|dwarves}} unhappy. Only occurs in subterranean areas. Caused by rotting items such as untanned hides, chunks and dead {{l|vermin}}. &lt;br /&gt;
Does not pass through dwarves.&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten outside or alternatively have an inside {{l|refuse}} pile on its own in a room with several {{l|door}}s; this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally, so one possible solution is to have the only entrance be diagonal.&lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is {{l|dump}}ed down. If it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
A creative way of constructing garbage chutes is to separate the garbage area and dumping area (where dwarves are) with {{l|hatch}}es linked to a {{l|pressure plate}}. That way garbage will land on the hatch, which will open (triggered by dwarf returning to his duties stepping on a plate), letting it fall down and then close, keeping all the miasma inside. This allows one to construct a short, yet non-smelly chute.&lt;br /&gt;
&lt;br /&gt;
Another option for a short non-smelly chute is to let the chute be seperated diagonally from the dumping square(s). Since miasma does not travel across corners, this allows a chute stretching across 2 z-levels to be completly miasma free, without needing additional mechanisms. The simplest form is to dig in one square into the wall, and then channel one square diagonally from this square. Designate the first square as a garbage dump.&lt;br /&gt;
&lt;br /&gt;
Note that all versions of DF2010 have a bug in which dwarves interrupted in the middle of a meal will abandon their food, and food abandoned in this manner can never be interacted with (picked up, stored, or dumped) by any dwarf ever again, including the dwarf who abandoned it. If the food is abandoned underground, it will eventually begin generating miasma. This is an especially frequent occurrence with soldiers, who will often be interrupted while consuming their rations when a training class begins.&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Multiply_value&amp;diff=143377</id>
		<title>v0.31:Multiply value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Multiply_value&amp;diff=143377"/>
		<updated>2011-04-01T06:12:35Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:12, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An animal's '''multiply_value''' affects the {{L|item value|value}} of animal products such as meat, raw hides, silk thread, and anything made from these raw materials, including leather or silk clothing. While it's possible for multiply_value to apply to only specific parts of a creature, all non-modded creatures have use SELECT_MATERIAL:ALL, so all parts of the animal are multiplied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! multiply_value&lt;br /&gt;
! Animal names&lt;br /&gt;
|-&lt;br /&gt;
|x15||[[Dragon]], [[Roc]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Hydra]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Elephant]], [[Sea serpent]], [[Sea monster]], [[Giraffe]], [[Rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Giant eagle]], [[Voracious cave crawler]], [[Jabberer]], [[Cave dragon]], [[Giant lion]], [[Giant leopard]], [[Giant jaguar]], [[Giant tiger]], [[Giant cheetah]], [[Giant desert scorpion]], [[Unicorn]], [[Cave crocodile]], [[Giant toad]], [[Giant olm]], [[Giant bat]], [[Giant cave spider]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Grizzly bear]], [[Alligator]], [[Lion]], [[Leopard]], [[Jaguar]], [[Tiger]], [[Cheetah]], [[Saltwater crocodile]], [[Polar bear]], [[Elk bird]], [[Green devourer]], [[Rutherer]], [[Draltha]], [[Blind cave bear]], [[Yeti]], [[Sasquatch]], [[Fire imp]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Black bear]], [[Cougar]], [[Wolf]], [[Musk ox]], [[Elk]], [[Magma crab]], [[Helmet snake]], [[Giant earthworm]], [[Molemarian]], [[Ice wolf]], [[Beak dog]], [[Strangler]], [[Giant rat]], [[Giant mole]], [[Purring maggot]], [[Giant cave swallow]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Revealed_tile&amp;diff=143376</id>
		<title>v0.31:Revealed tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Revealed_tile&amp;diff=143376"/>
		<updated>2011-04-01T06:07:20Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:07, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''revealed tile''', in {{L|fortress mode}}, is any tile that has a description when loo{{k|k}}ed at.  &lt;br /&gt;
&lt;br /&gt;
All {{L|Tile attributes|above ground}} tiles on the map start out revealed, as do all tiles above the surface.  All {{L|Tile attributes|subterranean}} tiles must be revealed by {{L|mining|digging}} into them.  All tiles adjacent to a revealed tile will also be revealed: you can see what the rock walls adjacent to a mined-out tile are made of, for instance, and you can see the outermost tile of each z-level of a mountain.  You can also see the tile immediately below where a downward or up/down {{L|stairs|stairway}} has been placed -- this is because building (or digging) the stairway removes the {{L|floor}} between the levels. Upward stairways do not reveal the level above, because they do not remove the floor/ceiling above the stairs.&lt;br /&gt;
&lt;br /&gt;
Underground features like {{L|cavern}}s and {{L|Magma#Magma_pools|magma pool}}s start out hidden and must be discovered by miners. Upon breaching a feature, a message will be displayed informing the player of the discovery, and a chunk of the new feature &amp;quot;within view&amp;quot; of your dwarves will be revealed. See the Methods of exploration section of the {{L|cavern}}s article for information on safely revealing more of the underground.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Status_icon&amp;diff=143375</id>
		<title>v0.31:Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Status_icon&amp;diff=143375"/>
		<updated>2011-04-01T06:06:15Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:06, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|4:1}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|4:0}} '''{{L|Legendary}}:''' The dwarf has a skill that has reached Legendary level. Take care of these fellows.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|0:1}} '''{{L|Immigration|Migrant}}:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination. Tame animals will get this while they are being dragged to a {{L|restraint}}, {{L|cage}}, or {{L|butcher's shop}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|&amp;amp;#124;|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|6:0}} '''Hungry:''' Dwarf needs {{L|food}} badly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|1:1}} '''Thirsty:''' The creature needs {{L|water}} or {{L|alcohol}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants {{L|sleep}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|4:1}} '''Unhappy:''' The dwarf's unhappy thoughts are piling up. Not a good sign for a fortress, as this can lead to tantrums.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Z|0:1}} '''{{L|Sleep|Sleeping}}:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:1}} '''{{L|Strange mood|Fey Mood}}:''' The dwarf will find a workshop, get materials, and make an artifact. After this, it will have a skill increase to {{L|Legendary}}, along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:1}} '''Possessed:''' The same thing as {{L|fey mood}}, but without the skill increase.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as {{L|fey mood}}, though with more cryptic clues.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:0}} '''Fell Mood:''' Similar to a {{L|fey mood}}, though resulting in a dwarf being murdered.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|6:1}} '''{{L|Tantrum}}:''' The dwarf has finally had enough, and has lost his temper. The dwarf stops all work, and proceeds to throw things, destroy buildings and hurt other dwarves. This is not a permanent state, but extremely annoyed dwarves will tantrum repeatedly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|3:1}} '''{{L|Insane}}:''' Dwarves may eventually go crazy and babble, leading to this icon (usually because they couldn't complete an artifact). Dwarf moves erratically around while randomly removing and dropping articles of clothing until he/she dies of hunger or thirst. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|1:1}} '''{{L|Melancholy}}:''' When a dwarf has sad thoughts for a very long time, it may lead to this. Dwarf sulks around very slowly until he/she dies of hunger or thirst, or tries to kill himself by drowning or chasm. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:1}} '''{{L|Berserk}}:''' If a dwarf is extremely unhappy for too long, he/she may snap and enter a homicidal rage, attacking everyone in sight. A form of madness, and extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|1:0}} '''Traumatized:''' The creature has experienced things no creature should ever have to experience, and is in a permanent state of shock, endlessly staring off into space.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:0}} '''Enraged:''' When a creature is faced with insurmountable odds, particularly after another creature nearby is killed, it may become angry and attack with rushes and powerful hits.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|2:1}} '''Martial Trance:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Toady One]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000037 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:5:1}} '''{{L|Wrestling}}:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|6:7:1}} '''Minor {{L|Wound|Injury}}:''' Any wound that leaves only one hand in working condition, including severings.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|4:7:1}} '''Major {{L|Wound|Injury}}:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permenantly as he goes about his day.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move. Caused by poison or severe brain damage.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|3:1}} '''Stunned:''' Dwarves can be stunned because of pain, and may lead to unconsciousness. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a {{L|cave-in}}, or as a result of minor {{L|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|2:1}} '''Nausea:''' Can be caused by {{L|cave adaptation}}, and will cause {{L|vomit}}, or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a {{L|trap}} will trigger it, with messy and/or humorous results.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems.&lt;br /&gt;
&lt;br /&gt;
In addition to the above symbols, creatures {{L|hauling}} an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Non-flashing==&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:6:1}} '''Prone:''' The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. Make sure to remember to {{k|s}}tand up if this happens in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|1:1:1}} '''{{L|Swimmer#Drowning|Drowning}}:''' The creature is drowning. Large {{L|fish}} normally appear this way, except when in shallow water (in which case they are air-drowning).&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a {{L|giant cave spider}}'s web.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|0:5:0}} '''Last seen:''' Indicates a hidden tile that contained a creature when last visible. Adventure mode only.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress.  Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Steam&amp;diff=143374</id>
		<title>v0.31:Steam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Steam&amp;diff=143374"/>
		<updated>2011-04-01T06:03:32Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:03, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steam''' is created from the mixing of {{L|magma}} and {{L|water}}.  This is distinct from {{L|mist}}, a similar looking product of water falling, or {{L|smoke}}.&lt;br /&gt;
&lt;br /&gt;
Steam is capable of causing massive {{L|wound|injuries}} and death.&lt;br /&gt;
&lt;br /&gt;
Another product of water and magma mixing is {{L|obsidian}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tax_collector&amp;diff=143372</id>
		<title>v0.31:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tax_collector&amp;diff=143372"/>
		<updated>2011-04-01T06:01:58Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:01, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In previous versions the arrival of the Tax collector and [[Baron]] would signal the beginning of the [[Dwarven economy]], a feature that is disabled in DF2010. [[Toady One]] has stated that the Dwarven economy may return after sweeping changes are made.&lt;br /&gt;
&lt;br /&gt;
You can change the raws to allow Tax Collectors to be appointed by others nobles  like the mayor, but that still won't activate the Dwarven economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Tax Collector&lt;br /&gt;
| office= Office&lt;br /&gt;
| quarters= Modest Quarters&lt;br /&gt;
| dining= Modest Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Entourage}}&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:General&amp;diff=143370</id>
		<title>v0.31:General</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:General&amp;diff=143370"/>
		<updated>2011-04-01T05:58:56Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:58, 1 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= General&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Quarters&lt;br /&gt;
| dining= Dining Room&lt;br /&gt;
| tomb= Grave&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Repeater&amp;diff=143369</id>
		<title>v0.31:Repeater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Repeater&amp;diff=143369"/>
		<updated>2011-04-01T05:55:56Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:55, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
A '''repeater''' is a device which creates a never-ending cyclic on/off signal. Several designs are possible, and they can be made to operate at varying rates.  They (usually) use fluid or creatures to trigger pressure plates to create a cycle, continually trigger the plates, which can then also be linked to automatically and ceaselessly trigger external systems.&lt;br /&gt;
&lt;br /&gt;
Fluid uses the natural flow and varying depths to trigger plates.  Creatures use {{L|path|pathing}}, opening and closing doors to attract the creature to step on the plates.&lt;br /&gt;
&lt;br /&gt;
As a general warning, always have a way to turn off the repeater, and/or allow your dwarves later access for repairs or modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fluid repeater===&lt;br /&gt;
&lt;br /&gt;
One example {{L|fluid logic}} repeater (described on the [http://www.bay12games.com/forum/index.php?topic=33563.msg495183#msg495183 forum] by [http://www.bay12games.com/forum/index.php?action=profile;u=16168 AncientEnemy]) is as follows:&lt;br /&gt;
&lt;br /&gt;
 ≈≈≈≈≈ - river or brook&lt;br /&gt;
 ═╗≈╔═ - wall to channel out after construction&lt;br /&gt;
  ╠F╣  - shutoff floodgate ''(linked to exterior lever)''&lt;br /&gt;
  ║#║  - 1-tile drawbridge (linked to pressure plate)&lt;br /&gt;
  ║p┼  - pressure plate (set to 7-7 water), and access door&lt;br /&gt;
  ╠F╣  - floodgate (linked to pressure plate)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
&lt;br /&gt;
This repeater toggles fairly slowly, about once every 300 steps, making it suitable for operating {{L|bridge|bridges}}, {{L|floodgate|floodgates}}, and {{L|Trap#Upright Spear/Spike|upright spikes}}. As an added bonus, the bottom wall (immediately beyond the floodgate) can be removed and connected to a cistern whose water level will be automatically maintained at a level between 3 and 4 deep.&lt;br /&gt;
&lt;br /&gt;
===Goblin repeater===&lt;br /&gt;
&lt;br /&gt;
This is not as regular a repeater, but just as reliable in the long run.&lt;br /&gt;
&lt;br /&gt;
A goblin or creature is placed (via {{L|Activity_zone#Pit.2FPond|pitting}}) in a loosely circular hall with one {{L|door}} and one {{L|bridge#Drawbridges|drawbridge}} leading to a single path out. Beyond these is the bait - an exit, a {{L|restraint|restrained}} animal, or just your fortress in general - something the creature wants&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  One path is open, and the goblin heads that way to kill the animal. A pressure plate is stepped on, which shuts one path and opens the other&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (and triggers an exterior system).  The goblin reconsiders his path, and heads back around for the other hallway - where the process is repeated.&lt;br /&gt;
&lt;br /&gt;
# For instance, if using a {{L|rhesus macaque}}, some item of value would suffice to attract the creature.&lt;br /&gt;
# Doors and drawbridges open alternately when connected to a {{L|trigger}}.&lt;br /&gt;
&lt;br /&gt;
                A               A = bait animal (or similar)&lt;br /&gt;
  ╔════════════╝  ╚═══════════╗&lt;br /&gt;
  ║           ┼║   ┼          ║   ┼ = access (bridge or door), currently open &lt;br /&gt;
  ║  ╔═════════════════════╗  ║   ┼║= access, currently shut &lt;br /&gt;
  ║  ║                     ║  ║  &lt;br /&gt;
  ║  ╚═════════════════════╝  ║   P = pressure plate&lt;br /&gt;
  ║     g -&amp;gt;    P             ║   g = goblin, w/ current path&lt;br /&gt;
  ╚═══════════════════════════╝&lt;br /&gt;
&lt;br /&gt;
The only caveat is to make sure there is enough room between the pressure plate and door/bridge, to give them time to shut well before the goblin gets there.  Additional mechanized doors or a cage trap may be desired if you ever wish to &amp;quot;turn off&amp;quot; the repeater without killing the goblin/creature (by safely isolating it).&lt;br /&gt;
&lt;br /&gt;
===Pump-based repeater===&lt;br /&gt;
&lt;br /&gt;
This repeater will send regular signals at a frequency determined by the speed of {{L|pressure plate}} recovery. The basic design consists of 4 {{L|screw pump}}s and 4 {{L|pressure plate}}s but other versions are possible, depending on the number of separate steps you need.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=34407.msg572324#msg572324 Forum thread] with description and explanations.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1370-pump-basedautorepeater DFMA movie] showing a pump-based repeater in action.&lt;br /&gt;
&lt;br /&gt;
See also: [[User:MrFake/NStepCyclicRepeater]]&lt;br /&gt;
&lt;br /&gt;
See also: [[User:SL/Logic_Gates#Repeater]] for a more compact single repeater.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Level 0&lt;br /&gt;
|Level -1&lt;br /&gt;
|Level -2&lt;br /&gt;
|-&lt;br /&gt;
|{{diagram|color=#808080|&lt;br /&gt;
██████&lt;br /&gt;
██[#ff0]☼███&lt;br /&gt;
█[#00f]☼[#c0c0c0]☼[#c0c0c0]☼[#808000]═[#808000]═&lt;br /&gt;
███[#c0c0c0]☼[#f00]☼█&lt;br /&gt;
███[#0f0]☼██&lt;br /&gt;
██████}}&lt;br /&gt;
|{{diagram|color=#808080|&lt;br /&gt;
██████&lt;br /&gt;
█[#000]█[#0f0]÷[#008000]÷[#000]██&lt;br /&gt;
█[#008000]÷██[#0f0]÷█&lt;br /&gt;
█[#0f0]÷██[#008000]÷█&lt;br /&gt;
█[#000]█[#008000]÷[#0f0]÷[#000]██&lt;br /&gt;
██████}}&lt;br /&gt;
|{{diagram|color=#808080|&lt;br /&gt;
██████&lt;br /&gt;
█[#f00]^██[#0f0]^█&lt;br /&gt;
██████&lt;br /&gt;
██████&lt;br /&gt;
█[#ff0]^██[#00f]^█&lt;br /&gt;
██████}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|÷|#0f0|#000}}{{Raw Tile|÷|#008000|#000}} is a screw pump which pumps from the light side to the dark side. {{Raw Tile|^|#f00|#000}} is a pressure plate which disengages gear {{Raw Tile|☼|#f00|#000}} when water of depth 1-7 lands on it. The red, green, blue, and yellow pressure plates and gears are color coded only to show which is linked to which. In the game they'll all look like {{Raw Tile|^|#f0f|#000}} and {{Raw Tile|☼|#c0c0c0|#000}}. Building a pump after the gear which powers it or a gear after the pressure plate which disengages it will introduce a 1-step delay; so, depending on build order, the repeater might have a period between 400 and 408 steps. If the pumps, gears, and pressure plates are built in that order, then this system will repeat every 400 steps, exactly. Start the repeater by using a pond zone to dump 2 buckets of water onto any one of the plates.&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Computing}}&lt;br /&gt;
&lt;br /&gt;
See also: [[User:Hash/SelfPoweredHaltableRepeater]]&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ice&amp;diff=143368</id>
		<title>v0.31:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ice&amp;diff=143368"/>
		<updated>2011-04-01T05:52:41Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:52, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build {{L|construction}}s out of ice, even inside a fortress (provided your dwarves move quickly enough to finish construction before the ice melts).  These constructions are then stable even as temperature rises (some expections- archery range) -- pillars of ice walls can even be built within rooms that are later flooded with {{L|magma}} (though the walls become &amp;quot;warm&amp;quot;, they will not melt).&lt;br /&gt;
&lt;br /&gt;
Attempts to build {{L|workshop}}s out of ice will usually result in the ice melting immediately, a message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. The exception is when building in a glacier environment the construction can be completed.&lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft.  It's not possible to create doors, hatches, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water.&amp;quot;  It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile.  Ice can be moved by {{L|dump}}ing it.&lt;br /&gt;
&lt;br /&gt;
When ice melts inside a fortress, it becomes water, but the water does not leave mud when it evaporates. Melted ice is of no value as a water source.&lt;br /&gt;
&lt;br /&gt;
Floors and walls made of ice will allow light through.&lt;br /&gt;
&lt;br /&gt;
== Thawing and drowning ==&lt;br /&gt;
In fortress mode, frozen {{L|murky pool}}s will, when they thaw, do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better {{L|swimming}} skill, the fall will {{L|status icon|stun}} them).  To reduce the chance of this happening, you can use {{L|traffic}} designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to {{L|fish}} from it, you can {{L|construction|construct}} a {{L|wall}} around it or a {{L|floor}} over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt the ice. This appears to be the best way to turn large amounts of ice into water to use as a water source when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
== Differences from previous versions ==&lt;br /&gt;
&lt;br /&gt;
Squares which have had constructions built on them do not unfreeze &amp;lt;sup&amp;gt;(bug?)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the smooth stone and carve fortification designations work as normal with ice.&lt;br /&gt;
However, if an {{L|aquifer}} or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=134648</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=134648"/>
		<updated>2011-01-06T01:40:23Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Update for 0.16.3 release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.3 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.3) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.90 Tutorial/walkthrough]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The 3-D view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|v}}.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|c}} and {{key|x}} respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,5 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,5 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
Image:Dfd_0_15_newgui.png|The newgui branch, while still experimental&lt;br /&gt;
Image:Dfd_0_16.png|After the newgui merge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129129</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129129"/>
		<updated>2010-10-11T12:13:38Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.16.2 Windows bugfix release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.0 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.2) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.90 Tutorial/walkthrough]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|v}}.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|c}} and {{key|x}} respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,6 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,6 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
Image:Dfd_0_15_newgui.png|The newgui branch, while still experimental&lt;br /&gt;
Image:Dfd_0_16.png|After the newgui merge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129116</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129116"/>
		<updated>2010-10-10T22:37:19Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.16.1, Windows-specific bugfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.0 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.1) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.90 Tutorial/walkthrough]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|v}}.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|c}} and {{key|x}} respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,6 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,6 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
Image:Dfd_0_15_newgui.png|The newgui branch, while still experimental&lt;br /&gt;
Image:Dfd_0_16.png|After the newgui merge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury&amp;diff=129115</id>
		<title>User:Soundandfury</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury&amp;diff=129115"/>
		<updated>2010-10-10T22:13:03Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* Logic Gates */ These are old now and I've more or less given up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[User:Soundandfury/DF_Designer|DF Designer]]==&lt;br /&gt;
My fort planning / building design utility&lt;br /&gt;
&lt;br /&gt;
==Logic Gates==&lt;br /&gt;
Many months ago, back in 40d, I experimented a bit with dwarfputing.  Here are some of the designs I used; I didn't really get very far, and then someone else went and built a whole computer fortress, so there's not much point now.  Especially as, in 0.31, it takes all my effort just to Not Die.&lt;br /&gt;
&lt;br /&gt;
===Fast latch gate===&lt;br /&gt;
1st&lt;br /&gt;
 ###&lt;br /&gt;
 ~c#&lt;br /&gt;
 ###&lt;br /&gt;
&lt;br /&gt;
2nd&lt;br /&gt;
 ####&lt;br /&gt;
 #^c#&lt;br /&gt;
 ####&lt;br /&gt;
&lt;br /&gt;
3rd&lt;br /&gt;
 ####&lt;br /&gt;
 ++++.&lt;br /&gt;
 ####&lt;br /&gt;
&lt;br /&gt;
1st c=S (hatch)&amp;lt;br /&amp;gt;&lt;br /&gt;
2nd c=R, ^=Q&amp;lt;br /&amp;gt;&lt;br /&gt;
Acts as an SR flipflop but without a not-Q output.  Can be used in construction of a clocked SR.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Clocked SR===&lt;br /&gt;
1st&lt;br /&gt;
  ### ### #&lt;br /&gt;
 ~┼c# #c┼~c&lt;br /&gt;
  ### ### #&lt;br /&gt;
&lt;br /&gt;
2nd&lt;br /&gt;
  ###########&lt;br /&gt;
  #^c#c^#^^c#&lt;br /&gt;
  ###########&lt;br /&gt;
&lt;br /&gt;
3rd&lt;br /&gt;
  ###########&lt;br /&gt;
  +++++++++++.&lt;br /&gt;
  ###########&lt;br /&gt;
&lt;br /&gt;
left to right:&amp;lt;br /&amp;gt;&lt;br /&gt;
1st: ┼=S, c=CLK, c=CLK, ┼=R, c=Q1&amp;lt;br /&amp;gt;&lt;br /&gt;
2nd: ^=Q1, c=Q, c=not-Q, ^=Q2, ^=notQ(0-1), ^=Q, c=Q2&amp;lt;br /&amp;gt;&lt;br /&gt;
All ^ are 6-7 except where specified (ie. notQ)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''TESTED''': WORKS (but Q and not-Q swapped)&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129114</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129114"/>
		<updated>2010-10-10T22:06:11Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Link to the new Tutorial (in the forum thread)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.0 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.0) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=45433.90 Tutorial/walkthrough]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|v}}.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|c}} and {{key|x}} respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,6 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,6 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
Image:Dfd_0_15_newgui.png|The newgui branch, while still experimental&lt;br /&gt;
Image:Dfd_0_16.png|After the newgui merge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129083</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129083"/>
		<updated>2010-10-10T01:05:06Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* Screenshots */ Added screenshots of 0.15-newgui and 0.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.0 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.0) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|v}}.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|c}} and {{key|x}} respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,6 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,6 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
Image:Dfd_0_15_newgui.png|The newgui branch, while still experimental&lt;br /&gt;
Image:Dfd_0_16.png|After the newgui merge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfd_0_16.png&amp;diff=129082</id>
		<title>File:Dfd 0 16.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfd_0_16.png&amp;diff=129082"/>
		<updated>2010-10-10T01:03:59Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: DF Designer 0.16.0, incorporating both the newgui merge and the 0.14.x fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DF Designer 0.16.0, incorporating both the newgui merge and the 0.14.x fixes&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfd_0_15_newgui.png&amp;diff=129081</id>
		<title>File:Dfd 0 15 newgui.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfd_0_15_newgui.png&amp;diff=129081"/>
		<updated>2010-10-10T01:02:43Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: DF Designer 0.15-newgui, the experimental newgui branch (which has since been merged)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DF Designer 0.15-newgui, the experimental newgui branch (which has since been merged)&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129078</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129078"/>
		<updated>2010-10-10T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: A couple of the keys have changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.0 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.0) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|v}}.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|c}} and {{key|x}} respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,6 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,6 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129077</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=129077"/>
		<updated>2010-10-10T00:27:20Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Updated - 0.16.0 (includes newgui merge)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.16.0 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.16.0) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the menu.  You can also select tools using the menu system (menus 2 and 3).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing from the View menu (4,6 Shadow).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice from the View menu (4,6 Shadow).&lt;br /&gt;
You might notice that shadowing and semislice both use the same menu button.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this shouldn't matter.&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|?}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Menu item 1,4 (Export) will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Menu item 1,5 (QF-Export) will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=115513</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=115513"/>
		<updated>2010-05-26T19:34:34Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: added link to new git repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.13 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.13) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
[http://github.com/ec429/DF-Designer ''git'' repository]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Pressing {{key|y}} will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Soundandfury_Obs_6.png&amp;diff=115494</id>
		<title>File:Soundandfury Obs 6.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Soundandfury_Obs_6.png&amp;diff=115494"/>
		<updated>2010-05-26T12:19:35Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Soundandfury's updated entry to the Obsidian logo competition (Large size)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soundandfury's updated entry to the Obsidian logo competition (Large size)&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Soundandfury_Obs_4.png&amp;diff=115372</id>
		<title>File:Soundandfury Obs 4.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Soundandfury_Obs_4.png&amp;diff=115372"/>
		<updated>2010-05-25T17:31:30Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Soundandfury's entry to the Obsidian logo competition (Large size)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soundandfury's entry to the Obsidian logo competition (Large size)&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=114502</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=114502"/>
		<updated>2010-05-23T05:49:25Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: clarifying that we have ports all over the OS-ing place!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and started out as a Linux project.  However, it has since been ported to Windows and OSX (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.13 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.13) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Pressing {{key|y}} will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=114493</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=114493"/>
		<updated>2010-05-23T05:34:37Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.13 ported to 'Doze (went surprisingly smoothly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.13 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.13) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help and updates.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Pressing {{key|y}} will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=114492</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=114492"/>
		<updated>2010-05-23T05:27:05Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.13, with rotatable 3D view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.13 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.12) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2312 0.12 for Intel Mac] Even less 'official'; HebaruSan compiled it, ask him for help.  I don't have a Mac and can't test on one.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -i, --no-full-3d&lt;br /&gt;
|Use the simpler version of the Isometric view (no rotation) - should probably work better on slow machines&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
Isometric mode is actually a misnomer; it renders in 3D and you can rotate the view in both azimuth ({{key|[}} and {{key|]}}) and elevation ({{key|{}} and {{key|&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}}).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Pressing {{key|y}} will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=103912</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=103912"/>
		<updated>2010-05-05T22:57:02Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* Bugs */ Surgery doesn't seem broken to me; {{verify}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
First, hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Next place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital plus a few spare that will be occupied by lazy couchsurfers. After this is done, build containers ({{k|b}}-{{k|h}}); bags and/or chests. These are essential since it is where hospital supplies are stashed. You will need several containers (3+) to store all items listed on the {{k|i}}-{{k|H}} menu like thread, cloth and buckets. Note that it's fine to store, say, a wooden crutch in a silk bag. From that menu you are also able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. This may be a bit buggy as more cloth and thread are often stored than you order. You may want to build tables and a Traction Bench(see below), as both are listed on the {{k|i}}-{{k|H}}ospital screen if present, presumably intended to be used for surgeries and bone setting{{verify}}. Turn on the various healthcare labors on some doctor dwarves, and you should be pretty much set.&lt;br /&gt;
&lt;br /&gt;
Healthcare will also require a source of water to clean wounds.  While they are capable of taking a bucket and gathering it from the nearest source, note that swamp water from a murky pool will vastly increase your chance of infection (though {{l|soap}} can offset this to a degree.)  It is unknown at the moment whether dwarves will intelligently choose a clean water source when both clean and dirty water are available.&lt;br /&gt;
&lt;br /&gt;
Dwaves will also use soap to clean wounds. In all 0.31 versions so far{{version|0.31.03}}, soap production is only possible by going through the manager screen.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
==Traction bench / Broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|plaster powder}}&lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
* When a patient is diagnosed and treated, some wounds may heal before treatment occurs. If this happens, the surgery/suturing/etc jobs will never complete, and the patient will never be deemed healed. You now have a permanent invalid.&lt;br /&gt;
** Unless of course you {{l|Cave-in|somehow}} {{l|Lever|re-injure}}/{{l|Trap_component|poke}} the dwarf. This will cause a new diagnosis to be made and may free the invalid.&lt;br /&gt;
** If you remove the bed the dwarf is resting in, he will notice that he is ok and leave the hospital. &lt;br /&gt;
* Surgery is broken{{verify}}. It won't work, and {{l|Trap_component|pok}}ing the dwarf won't help either.&lt;br /&gt;
* Traction bench is broken.&lt;br /&gt;
* Bone setting is broken.&lt;br /&gt;
* Gypsum powder is not stored at the hospital.&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work.&lt;br /&gt;
* The hospital often stores more materials than are assigned.&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it.&lt;br /&gt;
* Dwarves without a depot will steal hospital items and store them once a trade caravan arrives.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=103909</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=103909"/>
		<updated>2010-05-05T22:55:54Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* Surgery bugged? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved page to df2010, as it shouldn't be in mainspace [[User:Emi|Emi]] 02:33, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydratate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemmorage bleeds to death.&lt;br /&gt;
&lt;br /&gt;
On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
&lt;br /&gt;
::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thougts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if thers none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=101348</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=101348"/>
		<updated>2010-05-01T13:05:59Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: DF Designer (is version independent)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] by Jonask, Solifuge and Kaypy ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Unofficial build supports v0.31.03 -  [http://depositfiles.com/files/lp3p1s1oy can be obtained here].&lt;br /&gt;
Be careful, some times it crash.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
For 31.03, the following works:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; .31.03&lt;br /&gt;
[4BC3C470]&lt;br /&gt;
dwarf_fortress=0x00A5ED94&lt;br /&gt;
map_data=0x016AE760&lt;br /&gt;
map_x_count=0x016AE780&lt;br /&gt;
map_y_count=0x016AE784&lt;br /&gt;
map_z_count=0x016AE788&lt;br /&gt;
map_data_designation_offset=0x29C&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilizations (Giant Toad and Cave Crocodile civilizations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 5.1 is out (4/24/10). This version supports DF build 3.01.03. &lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases HFS! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&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;
== [[User:Soundandfury/DF_Designer|DF Designer]] ==&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows xp only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
== [http://winmerge.org/ WinMerge] ==&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=77861</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=77861"/>
		<updated>2010-04-02T00:56:19Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: I think you need a separate barracks for each squad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
Just a quick aid for confused players, please reformat this, anyone who knows more:&lt;br /&gt;
&lt;br /&gt;
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.&lt;br /&gt;
The squad defaults to training all the time (see its 's'chedule on the military screen).&lt;br /&gt;
To actually make them train, though, you need to activate them:  's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.&lt;br /&gt;
You also need to create a barracks from a bed, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.&lt;br /&gt;
You may need to have a separate barracks for each squad{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
==Alert levels==&lt;br /&gt;
&lt;br /&gt;
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.&lt;br /&gt;
&lt;br /&gt;
Each alert level also carries instructions for military dwarves when it is activated. Unlike the civilian level, which applies to your entire fort, the military alert level can be set individually for each squad. To set a squad to an alert level, either select it from the squad menu (s) and press 't' until the desired alert level is selected, or go to the alert menu (m then a), highlight the correct alert level in the left pane, then highlight the correct squad in the middle pane, then press Shift-Enter.&lt;br /&gt;
&lt;br /&gt;
==Scheduling==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given a schedule to follow for an entire year. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen. &lt;br /&gt;
&lt;br /&gt;
On the main scheduling page, you will see a list of months on the left side, and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the / and * numpad keys. You can use the + and - numpad keys to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate up and down the month list, and the left/right arrow keys to navigate between the squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.&lt;br /&gt;
&lt;br /&gt;
When you press 'e', a screen will come up saying something like 'o: Train'. Press o to change the order's type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|Burrow}}, {{L|Station}}, or {{L|Route}}. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to and press Enter. It should be highlighted in green. When you are done, press Shift-Enter to save the order and return to the schedule screen.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing Shift-Tab in the main military screen, you can flip the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62645</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62645"/>
		<updated>2010-02-07T17:00:38Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Oh.  Quickfort doesn't have its own page.  Have to fix that link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.12 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.12) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Pressing {{key|y}} will export the current z-slice as a [[Utilities#Quickfort|Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62644</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62644"/>
		<updated>2010-02-07T16:58:32Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.12, Quickfort yxport&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.12 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.12) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
===Quickfort Export===&lt;br /&gt;
Pressing {{key|y}} will export the current z-slice as a [[Quickfort]] .csv file.  This feature (internally called 'yxport') is still a bit hacky, and you may have to manually tweak the exported .csv files to make them work (eg. large regions of floor are built one tile at a time, which causes access problems).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62643</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62643"/>
		<updated>2010-02-07T15:31:45Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* The Basics */ damn zis crazy formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.11.1 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.11.1) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key|&amp;amp;emsp;}} (spacebar).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62642</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=62642"/>
		<updated>2010-02-07T15:29:49Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.11.1, minor change to keys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.11.1 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.11.1) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively, or toggle with {{key| }} (space).&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=60333</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=60333"/>
		<updated>2009-12-31T06:07:38Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Version 0.11 (colourful DF-TILES)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.11 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.11) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 2GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
Image:Dfd_0_11_tiles.png|DF-TILES editing mode in DFD 0.11&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfd_0_11_tiles.png&amp;diff=60330</id>
		<title>File:Dfd 0 11 tiles.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfd_0_11_tiles.png&amp;diff=60330"/>
		<updated>2009-12-31T06:05:25Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: DF Designer 0.11 showing off its DF-TILES display mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DF Designer 0.11 showing off its DF-TILES display mode.&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=60316</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=60316"/>
		<updated>2009-12-31T00:42:20Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 'Doze port updated to 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.10 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (of 0.10) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 0.5GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=60315</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=60315"/>
		<updated>2009-12-31T00:27:02Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Update for 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.10 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port (0.9) for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM for the default map size; the maximum map size takes 0.5GB.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
The Minimap will ''really crawl'' on large maps.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -h, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=96, max=2048)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
Edit has two submodes, COLOURS and DF-TILES, two methods of displaying what's in each tile.  Select them with {{key|:}} (colon) and {{key|@}} (at) respectively.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit--COLOURS mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59488</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59488"/>
		<updated>2009-12-09T22:20:11Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* Running */ the max sizes are bigger now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.9 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 15MB of RAM.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=64, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=64, max=256)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24, max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59377</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59377"/>
		<updated>2009-12-07T16:22:39Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: 0.9, BIG maps, minimap.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.9 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 15MB of RAM.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-help&lt;br /&gt;
|Don't run the key-help through the console at startup (can still get key-help by pressing {{key|h}})&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
There's a minimap for working with big maps (you scroll around with the cursor keys); to see the minimap you have to turn off the console - press {{key|0}} (zero).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=59329</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=59329"/>
		<updated>2009-12-06T17:47:47Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: /* DF Designer */ there is a Doze build now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stonesense (visualizer)|Stonesense]] by Jonask, Solifuge and Kaypy ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress] by Baboonanza ===&lt;br /&gt;
&lt;br /&gt;
This is Baboonanza's 3D visualisation application. It's focused on displaying mega-projects and landscapes accurately and hopefully beautifully. Basically like 3Dwarf, but more advanced.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===&lt;br /&gt;
&lt;br /&gt;
This is NOT real time! Dwarvis has the ability to be real time, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when Dwarf Fortress 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. Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=34633.0 Khazad] ===&lt;br /&gt;
&lt;br /&gt;
A related fortress viewing engine utilizing memory extraction and saving similar to 3Dwarf, Khazad uses an Isometric perspective reminiscent of SimCity200 &amp;amp; Transport Tycoon while also allowing very free form camera control in a full 3D environment.  Khazad is compatible with 40d and 40d11 and entirely open source being licensed under the GPL, source and binary packages are available at [http://sourceforge.net/projects/khazad/ SourceForge].  Development is active and participation is welcome.&lt;br /&gt;
&lt;br /&gt;
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] (Outdated) ===&lt;br /&gt;
&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-dimensional visualization of static snapshots of the ingame world of a given 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;
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === &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;
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===&lt;br /&gt;
&lt;br /&gt;
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Visualizer ===&lt;br /&gt;
&lt;br /&gt;
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer.  Nothing super fancy, but neat to look at.&lt;br /&gt;
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.&lt;br /&gt;
&lt;br /&gt;
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!&lt;br /&gt;
&lt;br /&gt;
==Major Utilities==&lt;br /&gt;
&lt;br /&gt;
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===&lt;br /&gt;
&lt;br /&gt;
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows 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;
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Manager is inspired by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.&lt;br /&gt;
In addition the program can be customized and updated by editing the included .xml files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===&lt;br /&gt;
&lt;br /&gt;
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 recognize 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;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=032e4b67&lt;br /&gt;
critter_start=01583224&lt;br /&gt;
dwarfidpos=0138f690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' A Dwarf Foreman-like utility, with an expanded feature set, is also available. See Dwarf Manager above.&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===&lt;br /&gt;
&lt;br /&gt;
This is a MacOSX 10.5 port of Dwarf Foreman.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress version: '''v0.28.181.40d'''&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39229.0 Dwarf Therapist] ===&lt;br /&gt;
&lt;br /&gt;
Reported to be an improvement over Dwarf Manager.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory.&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
=== DF Raw Editor ===&lt;br /&gt;
&lt;br /&gt;
DF Raw Editor is a brand new tool created to help edit the raw files.&lt;br /&gt;
It is available [http://www.bay12games.com/forum/index.php?topic=40413.0 here].&lt;br /&gt;
For version 0.40d&lt;br /&gt;
&lt;br /&gt;
== Minor Utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
=== DF Log Parser ===&lt;br /&gt;
&lt;br /&gt;
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===&lt;br /&gt;
&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===&lt;br /&gt;
&lt;br /&gt;
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility before discovering any subsurface magma, or if you have reclaimed a fortress whose magma source has already been discovered.{{version|0.28.181.40d}} (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out.  That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code.  This means you need to run the utility every time you start dwarfort.exe and you want to build a new magma-using workshop.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://75.127.91.201/~jifodus/df/justdigitout.zip Just dig it out!] ===&lt;br /&gt;
&lt;br /&gt;
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21601.0 Nano Fortress] ===&lt;br /&gt;
&lt;br /&gt;
A utility that will allow embarks to 1x1 locations.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===&lt;br /&gt;
&lt;br /&gt;
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Note:  This utility may not work on versions of DF 40d and later.  If it doesn't work for you, try Dwarf Companion.&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;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal.   Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
The Old version of Reveal.exe does not require you install anything (if you are using 0.28.181.40d and the updated memory.ini file), just unzip both files and run reveal.exe while DF is running.&lt;br /&gt;
&lt;br /&gt;
If using [http://www.bay12games.com/forum/index.php?topic=40349.0 the OpenGL accelerated version] of DF (40d16) under XP SP3, the newer version of Reveal is required as the older version can't find it. Reveal2.exe works correctly with this setup.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1165 UltraFinder] ===&lt;br /&gt;
&lt;br /&gt;
This AHK script generates worlds until it finds one with the desired features as defined in the init file.&lt;br /&gt;
&lt;br /&gt;
This is not an advanced application, it is simply meant to take the task of repeated genning out of your hands.&lt;br /&gt;
&lt;br /&gt;
The concept is that you set the parameters as you see fit, and leave it running while you go about your other business.&lt;br /&gt;
&lt;br /&gt;
READ ALL WARNINGS IN THE INIT FILE!&lt;br /&gt;
&lt;br /&gt;
The readme exists for a reason.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===&lt;br /&gt;
&lt;br /&gt;
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
&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. See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ Winmerge] ===&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
== Outdated Utilities ==&lt;br /&gt;
&lt;br /&gt;
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===&lt;br /&gt;
&lt;br /&gt;
An utility for automation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] ===&lt;br /&gt;
&lt;br /&gt;
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 anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===&lt;br /&gt;
&lt;br /&gt;
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. 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&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===&lt;br /&gt;
&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
&lt;br /&gt;
Check the thread on the forums for the latest download link. (Aug 01, 2008)&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;
=== [http://angband.org/~erasmus/df/water.exe Water] ===&lt;br /&gt;
&lt;br /&gt;
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. Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities| ]]&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59328</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59328"/>
		<updated>2009-12-06T17:18:32Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: DLL Hell... I hate doing Windows ports :S  But it works now... on my Wine at least...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.8 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  The DLL-mismatch issues have ''hopefully'' been fixed now.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
(There were some DLL Hell issues for a while, but I ''think'' they're fixed... for now...)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59327</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59327"/>
		<updated>2009-12-06T16:59:36Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Windows build (almost) DOA :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.8 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.  It only seems to work on a select few people's boxen; most people report crashes.  Still trying to fix.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59326</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59326"/>
		<updated>2009-12-06T16:12:59Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Danged formattings!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.8 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM.&lt;br /&gt;
&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59325</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59325"/>
		<updated>2009-12-06T16:11:48Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: There is a Windows port now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and is basically a Linux project right now.  However, there is a Windows port (see below).  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.8 from DFFD]&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1660 Port for Windows users] '''Note: The Windows port is not 'officially' supported; updates may lag.'''&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
DFD uses about 7MB of RAM.&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling (Linux)===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
===For Windows===&lt;br /&gt;
In the Windows build, the libraries are provided as DLLs.  It ought to work right out of the box; if it doesn't, get out your C compiler and fix it yourself :D&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59313</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59313"/>
		<updated>2009-12-06T08:55:21Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Version 0.8 (sleep is for the weak)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and so far only a Linux build is available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.8 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
To run DF Designer, you will need Linux, unless some kind person makes a port.&lt;br /&gt;
DFD uses about 7MB of RAM.&lt;br /&gt;
The Isometric view is executed on CPU (not GPU) so might be slow on older or low-end machines.&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
You will (probably) need ''libsdl1.2-dev'', ''SDL_image'', and ''SDL_ttf''.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.  If there's an error about symbolic links, make should ignore that and so can you.&lt;br /&gt;
&lt;br /&gt;
To start DF Designer, run './designer' or double-click on the executable (symlink).&lt;br /&gt;
Command-line options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -n, --no-confirm&amp;amp;emsp;&lt;br /&gt;
|Don't pop up confirmation windows for non-undoable actions.&lt;br /&gt;
|-&lt;br /&gt;
| -x=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|X-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -y=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Y-Size of world (default=max=64)&lt;br /&gt;
|-&lt;br /&gt;
| -z=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Z-Size of world (default=24)&lt;br /&gt;
|-&lt;br /&gt;
| -z0=''&amp;lt;small&amp;gt;number&amp;lt;/small&amp;gt;''&lt;br /&gt;
|Ground Z-level (default=13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).  You can see which tool is currently selected from the icon below the map (although some of the images aren't done yet, so you just get a placeholder).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map).  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
Cunning features of the floor map include condensing of series of identical Z-levels.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59308</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59308"/>
		<updated>2009-12-06T06:03:21Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: This formatting is a !!noble!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and so far only a Linux build is available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.7 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Compiling (optional)===&lt;br /&gt;
You will (probably) need libsdl1.2-dev, SDL_image, and SDL_ttf.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
&lt;br /&gt;
Then, run make.&lt;br /&gt;
&lt;br /&gt;
'''To start DF Designer''', run './designer' or double-click on the executable (symlink).&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map)  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59306</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59306"/>
		<updated>2009-12-06T05:58:43Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: The User's Manual&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and so far only a Linux build is available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.7 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==User's Manual==&lt;br /&gt;
aka, &amp;quot;How the hell do I work this thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Compiling (optional)===&lt;br /&gt;
You will (probably) need libsdl1.2-dev, SDL_image, and SDL_ttf.  Working out precisely what is needed, and where to put it, is left as an exercise for the reader ;)&lt;br /&gt;
Then, run make.&lt;br /&gt;
&lt;br /&gt;
'''To start DF Designer''', run './designer' or double-click on the executable (symlink).&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
DF Designer has two modes, ''Edit'' (top-down slice) and ''Isometric'' (view only).  You can switch between these modes with the keys {{key|e}} and {{key|i}} respectively.&lt;br /&gt;
You do your actual building in Edit mode.  To edit a tile in any way, you move your cursor over it (you should see a little yellow box around the tile you're currently hovering over), and then left-click.  You can also click-and-drag, thus allowing you to designate several tiles.  To choose /what/ to build, press one of the designation keys (press {{key|h}} for a listing).&lt;br /&gt;
&lt;br /&gt;
===In more detail===&lt;br /&gt;
To find out which key does what, press {{key|h}}, and some help will scroll up that fancy console on the left.&lt;br /&gt;
You can designate rectangular areas by right-clicking twice.  Beware, though, because you can't undo (yet).&lt;br /&gt;
You can also do designations by pressing Ctrl-{{key|*}} where {{key|*}} is any designation key.  So, for example, Ctrl-{{key|b}} places a bed, as well as selecting ''bed'' as the current tool; {{key|b}} on its own would just select ''bed'', and not actually place one until you left-clicked.&lt;br /&gt;
Load and Save with {{key|l}} and {{key|s}}.  Suggested extension, &amp;quot;.dfd&amp;quot;, though it's up to you.&lt;br /&gt;
DF Designer doesn't implement anything near the full ontology of buildings and constructions in DF; however, as the versions go by, it should increase.&lt;br /&gt;
'Objects' - beds, chairs, tables, and other stuff - don't appear in Isometric mode right now, because I haven't done any models or anything like that for them yet.&lt;br /&gt;
&amp;quot;Shadowing&amp;quot; is DF Designer's way of showing you what's on nearby levels, in Edit mode; fainter versions of the z-levels above and below are superimposed upon the current level.  You can toggle shadowing by pressing {{key|m}}.&lt;br /&gt;
&amp;quot;Semislice&amp;quot; allows you to choose whether the slice in Isometric mode cuts above or below the floors.  You can toggle semislice by pressing {{key|m}}.&lt;br /&gt;
You might notice that shadowing and semislice both use the same key.  In fact, they are controlled together; whenever one is turned on, the other is turned off.  Since only one has any effect at once (they affect different modes), this saves a letter on the keyboard (which is just as well as we're going to run out soon at this rate).&lt;br /&gt;
&lt;br /&gt;
That's basically it.  You might wonder what the rules are for placing things on top of other things, and whether what was there before stays there; answer: it's all ad-hoc.  Just try stuff; after all, you can always get back to what you had before (though if you've put lots of work in, you might want to save first, because there's no 'undo' feature yet).&lt;br /&gt;
&lt;br /&gt;
===Export Floor Map===&lt;br /&gt;
Pressing {{key|x}} will export a floor map.  Note: Remember not to export the floor map over the top of the map save; use a different filename!  (Suggestion: append '.txt' for the floor map)  DF Designer doesn't have a function to import from floor-maps; you don't want to lose your map save, right?&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59305</id>
		<title>User:Soundandfury/DF Designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Soundandfury/DF_Designer&amp;diff=59305"/>
		<updated>2009-12-06T05:36:10Z</updated>

		<summary type="html">&lt;p&gt;Soundandfury: Version 0.7 (fast release cycle this, ain't it?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DF Designer''', by [[User:Soundandfury|soundnfury]], is a fort layout and building planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and so far only a Linux build is available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1652 Download 0.7 from DFFD]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=45433.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfd_05_edit.png|Editing mode in DFD 0.5&lt;br /&gt;
Image:Dfd_05_iso.png|Isometric (View) mode in DFD 0.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soundandfury</name></author>
	</entry>
</feed>