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Editing v0.31 Talk:Cheating

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:I had gen'ed a new world then decided that I wanted easy adamantine. It wasn't working, so I replaced the save raws with the edited ones. It worked. Perhaps the raws you usually edit are simply templates? --[[Special:Contributions/85.194.204.164|85.194.204.164]] 14:43, 2 June 2011 (UTC)
 
:I had gen'ed a new world then decided that I wanted easy adamantine. It wasn't working, so I replaced the save raws with the edited ones. It worked. Perhaps the raws you usually edit are simply templates? --[[Special:Contributions/85.194.204.164|85.194.204.164]] 14:43, 2 June 2011 (UTC)
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==Free Tanned hides?==
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Hi, im kinda new to modding and i want a way to create free tanned hides does anyone know the types of hides in the raws?
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::[REACTION:FREE_TANNED_HIDE]
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::[NAME:create tanned hide]
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::[BUILDING:SMELTER:NONE]
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::[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:A:TAN_MAT]
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::[SKILL:SMELT]
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I know there's something missing here so anyone help me please?
  
 
==Free Food==
 
==Free Food==
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It's [NO_STUN] that does it
 
It's [NO_STUN] that does it
 
:I've removed that tag, and my dwarfs are still asleep. Is there a way to wake them up or do I have to start over again? (I have some really fond memories of the fort, like the elk bird massacre. Them massacring my dorfs obviously.) [[User:Akjar13|Akjar13]] 21:22, 31 October 2011 (UTC)
 
:I've removed that tag, and my dwarfs are still asleep. Is there a way to wake them up or do I have to start over again? (I have some really fond memories of the fort, like the elk bird massacre. Them massacring my dorfs obviously.) [[User:Akjar13|Akjar13]] 21:22, 31 October 2011 (UTC)
 
Edit:
 
[NO_SLEEP] clears the effect of [NO_STUN], tested it and it works.
 
  
 
== About attribute and skill decay ==
 
== About attribute and skill decay ==
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So, after attempting to create a mod to gain free soap and failing miserably, leaving me with a workshop cluttered with a featureless material known as Bars which have no use, I need help. I attempted to do it by removing the Regents section and taking off the GET_MATERIAL_FROM_REAGENT bit. I'm terrible at modding, so any and all help would leave you beloved
 
So, after attempting to create a mod to gain free soap and failing miserably, leaving me with a workshop cluttered with a featureless material known as Bars which have no use, I need help. I attempted to do it by removing the Regents section and taking off the GET_MATERIAL_FROM_REAGENT bit. I'm terrible at modding, so any and all help would leave you beloved
 
:This is the most important thing you will ever see [BUILDING:SMELTER:NONE] this is (I believe) what makes it not require any reagents, you just tell it what you want it to produce in the other sections. The word NONE is the most important. Cheers! [[User:Akjar13|Akjar13]] 21:19, 31 October 2011 (UTC)
 
:This is the most important thing you will ever see [BUILDING:SMELTER:NONE] this is (I believe) what makes it not require any reagents, you just tell it what you want it to produce in the other sections. The word NONE is the most important. Cheers! [[User:Akjar13|Akjar13]] 21:19, 31 October 2011 (UTC)
 
::Actually, that has nothing to do with the reagents or product. The NONE in [BUILDING:SMELTER:NONE] means that in the smelter's menu, you have to scroll to the command, since there will be no shortcut key to tell it to do that task. I would recommend making a specific creature's soap, for instance if your product line looks like<br /> [PRODUCT:100:1:BAR:NONE:CREATURE_MAT:DOG:SOAP][PRODUCT_DIMENSION:150]<br /> you end up with soap made from dog tallow. Just change DOG to whatever creature you want to get different kinds of soap. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 08:34, 11 December 2012 (UTC)  (special note: I have found that my dwarves don't like using soap made from chimera, perhaps because they're listed as fanciful, and my dwarves don't want to wash with imaginary soap.)
 
 
== Spinning ==
 
 
Ok. I did some noise reduction on this section.... please forgive me if it doesn't look the way you expected it to. There was a lot of repetitive "I tried this and it failed in this way" stuff.
 
 
Starting over... Can someone please give me a complete set of instructions on how to set up a reaction that takes a thread-bearing plant (you can even be plant specific) and gives me actual working thread and seeds, as defined in that plant's raws? Nothing I have tried works.
 
 
PLEASE TEST IT BEFORE YOU POST IT. Properly working thread should be able to be dyed or woven, in either order, and then turned into clothing. If I can't get dyed clothing from the result, it's not actually functional. Properly working seeds should be plantable to produce more of the same plant that was spun in the first place. If that plant's seeds are cookable or grindable into a paste, those functions should also work. If any part fails, the entire test fails.
 
 
I would even be willing to accept entirely new plants, if that's what's needed to make this automation work.
 
 
I am just so increadibly frustrated.                        -- [[User:Teres Draconis|jaz]] 21:53, 12 December 2012 (UTC)
 
 
 
P.S. Thank you Quietust for the help you gave me with spinning wool. The [ANY_STRAND_TISSUE] was the tag I had forgotten.    - jaz
 
 
== Is there a way to... ==
 
 
set up DF to start a fort with  my preferences for orders and labor distribution? Especially when doing lots of tests, it's quite frustrating to have to do the same rote tasks over and over. <oxxrov(esc)Fpt(esc)mWdllw(esc)zdf(esc, esc)>,  not to mention going through seven dwarves and assigning labors, war dogs, and titles according to gender, and then having the nobles set up the way I want. I mean, would it be impossible just to have the bookkeeper start off at medium precision? Having another do-hicky to do the refugees would be nice, but they're somehow less bothersome than the initial set-up... Especially for the fourth new fortress in an hour because I'm not smart enough to figure out how to adjust the raws to get what I want, and with proper spelling, the first time... or the third, ninth, or fifteenth, apparently.      --[[Special:Contributions/98.207.234.98|98.207.234.98]] 07:32, 12 December 2012 (UTC)
 
 
 
 
== Sand as a reaction product ==
 
 
Anyone know what the reaction product line(s) should look like to produce sand? I know that it needs to go into a bag (and how to make that work). I just need to get sand that's functional at the glass furnace.    --[[Special:Contributions/98.210.161.164|98.210.161.164]] 01:50, 7 June 2013 (UTC)
 

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