v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "User:Quietust"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Projects: planned tool - forbid items in 23a [almost] just like in 40d)
Line 18: Line 18:
 
===2D Forbidder===
 
===2D Forbidder===
 
A planned tool for Dwarf Fortress v0.23.130.23a which will allow manually forbidding/reclaiming and chasming the currently viewed (select and press Enter, the screen where it lists weight/value/owner/contents) item, almost just like in the 3D version (). Relevant information:
 
A planned tool for Dwarf Fortress v0.23.130.23a which will allow manually forbidding/reclaiming and chasming the currently viewed (select and press Enter, the screen where it lists weight/value/owner/contents) item, almost just like in the 3D version (). Relevant information:
* 0x00789C44 (if not constant, dereference 0x005C8A6A) - set to 3 to enable "Reclaim Area", 0 otherwise
+
* 0x00789C44 (if not constant, dereference 0x005C8A6A) - set to 3 to enable "Reclaim Area" designation, 0 otherwise
 
* 0x00CC7FB4: dereference, add 4, dereference again - points to current screen; offset 0x04 is pointer to child screen (null if none), offset 0x10 is item pointer IF it's viewing an item (as opposed to announcements, civ list, rooms, unit list, job list, etc.) - if the DWORDs at offsets 0x18, 0x1C, 0x20, 0x28, and 0x2C are all zero, then it's almost definitely an item
 
* 0x00CC7FB4: dereference, add 4, dereference again - points to current screen; offset 0x04 is pointer to child screen (null if none), offset 0x10 is item pointer IF it's viewing an item (as opposed to announcements, civ list, rooms, unit list, job list, etc.) - if the DWORDs at offsets 0x18, 0x1C, 0x20, 0x28, and 0x2C are all zero, then it's almost definitely an item
 
* Item object, offset 0x12: object flags
 
* Item object, offset 0x12: object flags

Revision as of 16:52, 19 May 2010

About

He's just this guy, you know?

Fortresses

v0.28.181.40d

  • Urdimzatam, Towerclouted - First successful fortress; no real megaprojects to speak of.
  • Tathtakunib, Wasprag - First megaproject as monument (23 Z-level clear glass pyramid filled with magma), tower-cap farm, giant cave spider silk farm, automatic obsidian factory implementation (see below).
  • Naniratîs, Rhymestakes - First megaproject as actual fortress (47x47x16 cast obsidian tower), complete with self-destruct button.

Wiki

  • Mostly casual editor, updating article content as well as fixing formatting
  • Owner of the bot QuietBot - if you need to run a series of repetitive but predictable tasks, post a message here.

Projects

Dwarf Manipulator

Just like Dwarf Therapist, but using a text-based interface (based on Valdemar's prototype), and it's for Dwarf Fortress v0.23.130.23a. The only other tool available, Dwarf Foreman, was incapable of assigning labors for individual dwarves unless you gave each dwarf its own custom profession. Download here.

2D Forbidder

A planned tool for Dwarf Fortress v0.23.130.23a which will allow manually forbidding/reclaiming and chasming the currently viewed (select and press Enter, the screen where it lists weight/value/owner/contents) item, almost just like in the 3D version (). Relevant information:

  • 0x00789C44 (if not constant, dereference 0x005C8A6A) - set to 3 to enable "Reclaim Area" designation, 0 otherwise
  • 0x00CC7FB4: dereference, add 4, dereference again - points to current screen; offset 0x04 is pointer to child screen (null if none), offset 0x10 is item pointer IF it's viewing an item (as opposed to announcements, civ list, rooms, unit list, job list, etc.) - if the DWORDs at offsets 0x18, 0x1C, 0x20, 0x28, and 0x2C are all zero, then it's almost definitely an item
  • Item object, offset 0x12: object flags
    • 0x01 - owned item?
    • 0x02 - unknown
    • 0x04 - unknown
    • 0x08 - Forbidden
    • 0x10 - unknown
    • 0x20 - Chasm
    • 0x40 - On Fire
    • 0x80 - unknown
      • No idea how objects are designated for melting

Forgotten Beast Extractor

Run this PHP script in your regionX subfolder. Works with both compressed and uncompressed worlds, with or without active saves.

Automatic Obsidian Factory Plans

This obsidian factory design works quite nicely, producing 400 obsidian stones per batch, though operating it requires several lever pulls in a specific order and several long waits in between them.

▓≈▓ ← pumped magma        |                        |                    ▓.▓
▓≈▓(1)        triggers ↓  |                        |                    ▓.▓ ← maintenance access
╔X═══════════════════╗▓▓▓ | ╔════════════════════╗ | ╔═══════════════════X╗▓▓▓
║....................Xò.ò | ║                    ║ | ║╔════════╗╔════════╗X≈≈≈ ← pressurized water
║....................X... | ║                    ║ | ║║++++++++║║++++++++║║▓▓▓
║....................Xò.ò | ║                    ║ | ║║++++++++║║++++++++║║(2)
║....................║▓▓▓ | ║                    ║ | ║║++++++++║║++++++++║║
║....................║(4) | ║                    ║ | ║║++++++++║║++++++++║║
║....................║    | ║                    ║ | ║║++++++++║║++++++++║║
║....................║    | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ m  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ i  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ n  | ║                    ║ | ║╚════════╝╚════════╝║ ← retracting bridges
║....................║ i  | ║                    ║ | ║╔════════╗╔════════╗║(3)
║....................║ n  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ g  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║    | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ a  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ c  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ c  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ e  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ s  | ║                    ║ | ║║++++++++║║++++++++║║
║....................║ s  | ║                    ║ | ║╚════════╝╚════════╝║
╚════════════════════╝    | ╚════════════════════╝ | ╚════════════════════╝

In an effort to make operation less tedious, the following automation system has been designed. A single lever will initiate a sequence of events that produces a batch of obsidian, ready for mining.

Timing System

Each pressure plate opens the floodgate immediately to the south and activates zero or more special triggers. Each step takes 100 frames, plus time taken for the water to flow through (which should be near zero if the source is sufficiently pressurized). ON signals and inverted (/Signal) OFF signals activate more or less immediately (plus another 100 frames for bridges and floodgates), while OFF signals and inverted ON signals take an additional 100 frames to respond.

Trigger lever (pull twice, with sufficient delay) - Timer:ON, Magma:RESET, Water:RESET, Mixer:RESET, Access:RESET

▓▓≈▓ ← pressurized water
▓▓≈▓(5)
▓▓X▓▓▓
╬X^X<▓ - A - /Access:ON, /Water:ON, Magma:ON
╬XX▓▓▓
╬X^▓ - B (wait for the magma to sufficiently fill the lower level)
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B (the number of "B" stages here depends on how long it takes for the chamber to fill with magma)
╬XX▓
╬X^▓ - B (if the pump moves magma quickly enough, this stretch can be shortened significantly)
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - B
╬XX▓
╬X^▓ - C - Magma:OFF
╬XX▓
╬X^▓ - D - Mixer:ON
╬XX▓
╬X^▓ - E (wait for the water to drop onto the magma and form obsidian)
╬XX▓
╬X^▓ - E
╬XX▓
╬X^▓ - E
╬XX▓
╬X^▓ - F - Mixer:OFF, /Access:OFF
╬XX▓
╬X^▓ - G (wait for the mixer bridges to close - takes 200 frames from stage F)
╬XX▓
╬X^▓ - G
╬XX▓
╬X^▓ - H - /Water:OFF, Timer:OFF
╬XX▓
╬X^▓ - I - open all Drainage floodgates (to the left)
▓▓▓▓
↑ fortification drain

Persistent triggers:

Z-0
▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓>▓
▓☼▓☼▓☼▓☼▓.▓
▓║▓║▓║▓║▓.▓▓▓
▓║.║.║.║....▓
▓☼.☼.☼.☼.☼▓>▓▓▓ - OFF signals 1-5
▓☼═☼═☼═☼═☼═════ ← machine power
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
Z-1
▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓
▓........X▓
▓o▓o▓o▓o▓▓▓
▓ ▓ ▓ ▓ ▓ ▓▓▓
▓%.%.%.%.%..▓
▓%▓%▓%▓%▓%▓X▓
▓¢┼¢┼¢┼¢┼¢┼.▓ - RESET signals 1-4, ON signal 5
▓▓▓▓▓▓▓▓▓▓▓▓▓
Z-2
▓▓▓▓▓▓▓▓▓▓▓
▓ ▓ ▓ ▓ ▓▓▓
▓%.%.%.%.X▓
▓%▓%▓%▓%▓▓▓
▓+▓+▓+▓+▓+▓
▓▓▓▓▓▓▓▓▓%▓▓▓
▓▓▓▓▓▓▓▓▓%.<▓
▓ ▓ ▓ ▓ ▓ ▓▓▓
▓▓▓▓▓▓▓▓▓▓▓
Z-3
▓▓▓▓▓▓▓▓▓▓▓
▓+▓+▓+▓+▓▓▓
▓%▓%▓%▓%▓X▓
▓%.%.%.%..▓
▓ ▓ ▓ ▓ ▓.▓
▓.........▓
▓┼▓┼▓┼▓┼▓┼▓
▓¢▓¢▓¢▓¢▓^▓ - ON signals 1-4, output signal (5)
▓▓▓▓▓▓▓▓▓▓▓
Z-4
▓▓▓▓▓▓▓▓▓▓▓
▓.........▓
▓o▓o▓o▓o▓X▓
▓▓▓▓▓▓▓▓▓.▓
▓+▓+▓+▓+▓.▓
▓%▓%▓%▓%▓.▓
▓%.%.%.%..▓
▓ ▓ ▓ ▓ ▓▓▓
▓▓▓▓▓▓▓▓▓▓▓
Z-5
▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓
▓☼.☼.☼.☼.<▓
▓║▓║▓║▓║▓▓▓
▓║▓║▓║▓║▓▓▓
▓☼▓☼▓☼▓☼▓▓▓
▓┼▓┼▓┼▓┼▓▓▓
▓^▓^▓^▓^▓▓▓ - output signals (1), (2), (3), (4)
▓▓▓▓▓▓▓▓▓▓▓
 1 2 3 4

Output signals:

  • (1) - Magma (4-7) - open floodgate (1) when ON, close when OFF
  • (2) - /Water (0-3) - close floodgate (2) when ON, open when OFF
  • (3) - Mixer (4-7) - retract bridges (3) when ON, close when OFF
  • (4) - /Access (0-3) - close floodgates (4) when ON, open when OFF
  • (5) - Timer (4-7) - open floodgate (5) when ON, close when OFF

Simple resettable trigger

(side view)
▓▓▓☼ _ ← OFF
▓ %>¢▓ ← ON
▓ <% ▓
▓▓▓▓^▓ → Output

This is a simple Permanent Effect Pressure Plate, having separate ON and OFF signals. The pressure plate at the bottom should be set to trigger either on 4-7 water or 0-3 water, depending on the desired "polarity" of the trigger. The "ON" signal is connected to the floor hatch (which should be primed with a tile of 4/7 or more water), and the "OFF" signal is connected to a disengaged gear assembly at the top (the gear should be linked to an existing lever and toggled before being connecting to your other systems). Note that this system will misbehave if both the ON and OFF signals are active at the same time.

Complex resettable trigger

(side view)
▓▓▓☼══☼ _ ← OFF
▓▓▓║ %>¢▓ ← RESET
▓ %>_▓▓ ▓
▓ <% ▓▓¢▓ ← ON
▓▓║▓_<% ▓
▓▓☼══☼▓^▓ → Output

This is a more versatile Permanent Effect Pressure Plate, such that it will only accept one ON signal followed by one OFF signal before it must be RESET, most useful for systems where you need to perform a sequence of events and deactivating the ON signal before sending an OFF signal would increase complexity.

The pressure plate at the bottom should be set to trigger either on 4-7 water or 0-3 water, depending on the desired "polarity" of the trigger. The "ON" signal is connected to the lower floor hatch, the "OFF" signal is connected to a disengaged gear assembly at the top (the gear should be linked to an existing lever and toggled before being connecting to your other systems), and the "RESET" signal is linked to the upper floor hatch (which should be primed with a tile of 4/7 or more water). Unlike the Simple resettable trigger described above, it is possible to activate the OFF signal while the ON signal is still active without disrupting the trigger's function - once both the ON and OFF triggers have been deactivated, simply toggle the RESET signal to return the trigger to its initial state. By leaving the RESET signal permanently active, this trigger can behave the same as the simple resettable trigger.