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Difference between revisions of "User:Quietust"

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===Automatic Obsidian Factory Plans===
 
===Automatic Obsidian Factory Plans===
 
See [[User:Quietust/Obsidian|here]] for more information.
 
See [[User:Quietust/Obsidian|here]] for more information.
 +
 +
==Information==
 +
Matgloss tokens:
 +
<nowiki>metal:
 +
name
 +
adj
 +
color
 +
build_color
 +
basic_color
 +
value
 +
damage_perc
 +
weapon
 +
weapon_ranged
 +
brittle
 +
wafers
 +
any_use
 +
deep
 +
ammo
 +
digger
 +
block_perc
 +
armor
 +
anvil
 +
spec_heat
 +
heatdam_point
 +
colddam_point
 +
ignite_point
 +
melting_point
 +
boiling_point
 +
fixed_temp
 +
solid_density
 +
liquid_density
 +
 +
stone
 +
name
 +
stone_name
 +
gem
 +
tile
 +
metal_ore
 +
thread_metal
 +
deep
 +
reaction_class
 +
item_symbol
 +
color
 +
tile_color
 +
build_color
 +
basic_color
 +
aquifer
 +
metamorphic
 +
sedimentary
 +
soil
 +
soil_ocean
 +
soil_sand
 +
sedimentary_ocean_shallow
 +
sedimentary_ocean_deep
 +
igneous_intrusive
 +
igneous_extrusive
 +
environment
 +
all_stone
 +
igneous_all
 +
metamorphic
 +
sedimentary
 +
igneous_intrusive
 +
igneous_extrusive
 +
alluvial
 +
soil
 +
soil_ocean
 +
soil_sand
 +
environment_spec
 +
lava
 +
sharp
 +
glass
 +
spec_heat
 +
heatdam_point
 +
colddam_point
 +
ignite_point
 +
melting_point
 +
boiling_point
 +
fixed_temp
 +
solid_density
 +
liquid_density</nowiki>

Revision as of 22:02, 12 August 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 tool for Dwarf Fortress v0.23.130.23a which allows manually forbidding/reclaiming, chasming, or melting the currently viewed item, almost just like in the 3D version. Download here.

2D Autoforbid

A tool for Dwarf Fortress v0.23.130.23a which automatically forbids most items dropped by slain invaders/visitors (as well as a dwarf's original clothes when they are replaced). Download here.

How the game determines when items are equipped by foreigners (and appear red in Z-Stocks and should thus be eligible for forbidding on drop):

  1. Item object, DWORD offsets 0x002C is a vector of ownership properties (start = offset 0x4, end = offset 0x8)
  2. A property object with vtable pointer 0x00766120 indicates who is holding the item (it calls the 3rd function and expects a return value of 14); DWORD offset 0x0004 specifies the unit ID. (vtable pointer 0x007661A4 indicates who is the owner of the item)
  3. At 0x00ACB3D8 is a vector containing an alternative unit list, seems to contain a few more units than the main one at 0x00ACB3E8.
  4. Unit object, DWORD offset 0x00EC contains the unit ID. Do a reverse lookup to find the unit indicated from step 2. Maintain a cache for performing forward lookups so we don't have to iterate across the whole unit list for every item - run through the whole list on program startup, then augment it each time there's a miss.
  5. Unit object, DWORD offsets 0x00DC and 0x00E0 contain the creature flags - main ones we probably want to monitor are 17 (approaching invader) and 19 (fleeing invader), though 6 (merchant), 7 (bodyguard), and 11 (diplomat) might also be beneficial. Z-Stocks displays items in red if they are held by a unit with any of the following properties (in order): 12/13 (zombie/skeleton), 17/19 (approaching/fleeing invader), 7 ("forest", orphaned caravan guards), 11 (diplomat), 6 (merchant), not 26 (tame; if it is tame, it returns early), and 18b (underworld).
  6. Unit object, DWORD offset 0x00F8 contains the unit's civilization ID. At offset 0x00A90408 is your own civilization ID. If the unit's civ is 0xFF or is not equal to your own (and none of the above checks were tripped), Z-Stocks displays the item in red. This test can probably be skipped.

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

See here for more information.

Information

Matgloss tokens:

metal:
	name
	adj
	color
	build_color
	basic_color
	value
	damage_perc
	weapon
	weapon_ranged
	brittle
	wafers
	any_use
	deep
	ammo
	digger
	block_perc
	armor
	anvil
	spec_heat
	heatdam_point
	colddam_point
	ignite_point
	melting_point
	boiling_point
	fixed_temp
	solid_density
	liquid_density

stone
	name
	stone_name
	gem
	tile
	metal_ore
	thread_metal
	deep
	reaction_class
	item_symbol
	color
	tile_color
	build_color
	basic_color
	aquifer
	metamorphic
	sedimentary
	soil
	soil_ocean
	soil_sand
	sedimentary_ocean_shallow
	sedimentary_ocean_deep
	igneous_intrusive
	igneous_extrusive
	environment
		all_stone
		igneous_all
		metamorphic
		sedimentary
		igneous_intrusive
		igneous_extrusive
		alluvial
		soil
		soil_ocean
		soil_sand
	environment_spec
	lava
	sharp
	glass
	spec_heat
	heatdam_point
	colddam_point
	ignite_point
	melting_point
	boiling_point
	fixed_temp
	solid_density
	liquid_density