• Dwarf Fortress - Mom, why are those Elves eating each other?
    2,002 replies, posted
A well must be built over a channel that is preferably over water. To build you will need a chain (metal) or rope (cloth), a bucket (wood or metal), mechanisms (any rock) and a block (any material). It is often recommended that you bring some cloth or a rope along at embark but if you did not you will have to trade/steel some from the merchants (second easiest option). Or you can make some by growing pigtails and processing them at a farmers shop then a loom then a clothiers shop to get plant fibre rope (slowest and hardest option). A well can only be build over a channel. For the well to be usable there has to be water below the well, there must also be no ground between the well and the water. A well is made from 4 parts [list=1][*]A bucket [*]A block [*]A mechanism [*]A rope or chain[/list] Buckets are made from metal or wood. Normally wood. Blocks are made from almost anything. Normally rock. Mechanisms are made from rock. Always rock. Last but not least we will need a chain or rope. Normally rope. The first 3 items are easy on most maps. The forth item the rope can be a bit harder. The best option (for a new fort) for getting the 4th item is to bring one along at embark. If you didn't or this is an older fort, you can trade for some from any trader or steel it from any non-dwarf trader. The last option is to make the rope your self. To make plant fibre rope: [list=1][*]Grow pigtails at a spare farm (needs the farming skill) [*]Process plants at farmers workshop (needs the plant processing skill) [*]The dwarves should automatically weave the resulting thread into cloth at a loom (needs the weaving skill) [*]Make plant fibre rope at clothier's shop (needs the clothesmaking skill)[/list]
[QUOTE=rincewind;16356585]A well must be built over a channel that is preferably over water. To build you will need a chain (metal) or rope (cloth), a bucket (wood or metal), mechanisms (any rock) and a block (any material). It is often recommended that you bring some cloth or a rope along at embark but if you did not you will have to trade/steel some from the merchants (second easiest option). Or you can make some by growing pigtails and processing them at a farmers shop then a loom then a clothiers shop to get plant fibre rope (slowest and hardest option).[/QUOTE] I didn't understand shit that you just said but I gotta say that your name is awesome! :buddy: [sp]Get my reference anyone?[/sp] [editline]09:22PM[/editline] Also can anybody help me out please? I can't fix my res with my custom tileset. I want to play at like 1280xSomething and I want it to look like this: [img_thumb]http://filesmelt.com/Imagehosting/pics/da612358b95029cfab211f31c1601780.jpg[/img_thumb] I can go a lot higher, up to 1680x1050 if needed. But the most improtant thing is that the left view is larger than the other two, I can't get that with mayday's tileset, well.. I can but when I do the grid gets messed or something.
I guess I did oversimplify it a bit. I will edit it to try and make it easier to understand. Edit: Done.
[QUOTE=CommanderPT;16357529]I didn't understand shit that you just said but I gotta say that your name is awesome! :buddy: [sp]Get my reference anyone?[/sp] [editline]09:22PM[/editline] Also can anybody help me out please? I can't fix my res with my custom tileset. I want to play at like 1280xSomething and I want it to look like this: [img_thumb]http://filesmelt.com/Imagehosting/pics/da612358b95029cfab211f31c1601780.jpg[/img_thumb] I can go a lot higher, up to 1680x1050 if needed. But the most improtant thing is that the left view is larger than the other two, I can't get that with mayday's tileset, well.. I can but when I do the grid gets messed or something.[/QUOTE] Don't use mayday, stick with a normal character set.
[QUOTE=dedo678;16358317]Don't use mayday, stick with a normal character set.[/QUOTE] I find it so confusing and I'd prefer to actually see a cat rather than just a c. I am fine with the original tileset actually but why not get something better when I can?
[QUOTE=CommanderPT;16358361]I find it so confusing and I'd prefer to actually see a cat rather than just a c. I am fine with the original tileset actually but why not get something better when I can?[/QUOTE] It's funner seeing "c" then seeing a grey blob move around the mess that is mayday. It's better to use your imagination, that's where all the fun is in this game. This is my opinion.
[QUOTE=dedo678;16358392]It's funner seeing "c" then seeing a grey blob move around the mess that is mayday. It's better to use your imagination, that's where all the fun is in this game.[/QUOTE] Stop that shit right there. Let people use whatever they find comfortable.
[QUOTE=dedo678;16358392]It's funner seeing "c" then seeing a grey blob move around the mess that is mayday. It's better to use your imagination, that's where all the fun is in this game.[/QUOTE] You do have a valid point and I do agree with it, but I'd also like to have a bit of visuals to it. For now, no matter what I do I can't get it to look right so I'll just stick with the original. [editline]10:11PM[/editline] Well, there is one possible way for me to use a tileset, if somebody could fix up an ini for me, preferrably something around 1280x800 or something. Would be greatly appriciated. The tileset I want to use is Mayday's which is 16x16 if I'm not too wrong. Please?
[QUOTE=HALP Cat;16358456]Stop that shit right there. Let people use whatever they find comfortable.[/QUOTE] ASCII RULEZ!!!1! GRAPHICS TILESETZ CAN SUCK IT11!!!1![/sarcasm] caps
[QUOTE=CommanderPT;16358472]You do have a valid point and I do agree with it, but I'd also like to have a bit of visuals to it. For now, no matter what I do I can't get it to look right so I'll just stick with the original. [editline]10:11PM[/editline] Well, there is one possible way for me to use a tileset, if somebody could fix up an ini for me, preferrably something around 1280x800 or something. Would be greatly appriciated. The tileset I want to use is Mayday's which is 16x16 if I'm not too wrong. Please?[/QUOTE] Send me your init.txt file, and the resolution you want to run at, and I'll fix it for you.
[QUOTE=Appox;16359889]Send me your init.txt file, and the resolution you want to run at, and I'll fix it for you.[/QUOTE] -link snipped because I am stupid- There it is. Thanks for helping this dumb nut out. :v: [editline]11:26PM[/editline] Oh right, 1280x800 is the res I'd like.
[QUOTE=CommanderPT;16359992][url]http://filesmelt.com/Filehosting2/downloader.php?file=init.rar[/url] There it is. Thanks for helping this dumb nut out. :v: [editline]11:26PM[/editline] Oh right, 1280x800 is the res I'd like.[/QUOTE] You could have just [code]'d it.
[QUOTE=dedo678;16360009]You could have just [code]'d it.[/QUOTE] Oh lol, I'm an idiot. :v: Sec.. [editline]11:29PM[/editline] [code]Change this to turn sound off. [SOUND:OFF] The sound volume runs from 0 (off) to 255 (full). You can set the volume from the ESC options menu as well. [VOLUME:255] Change this to skip the wonderful intro movies. [INTRO:OFF] This lets you set the starting windowed/fullscreen setting. Can be YES, NO or PROMPT. [WINDOWED:PROMPT] This is the size and font for windowed mode. Changing to 800x600 and the 800x600 font might make you happier. [WINDOWEDX:1280] [WINDOWEDY:800] [FONT:curses_800x600.png] Full screen info. [FULLSCREENX:800] [FULLSCREENY:600] [FULLFONT:curses_800x600.png] If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen. [BLACK_SPACE:YES] Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets. [GRAPHICS:YES] [GRAPHICS_WINDOWEDX:1280] [GRAPHICS_WINDOWEDY:800] [GRAPHICS_FONT:maydayMIX.png] [GRAPHICS_FULLSCREENX:1280] [GRAPHICS_FULLSCREENY:1024] [GRAPHICS_FULLFONT:maydayMIX.png] [GRAPHICS_BLACK_SPACE:YES] This is the dimensions in tiles of the display grid. Minimum x is 80. Minimum y is 25. Maximums are 200. Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window. FULLGRID is used in full screen mode, whether graphics is on or not. [GRID:105:65.625] [FULLGRID:80:64] These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen. Available modes are STANDARD, PARTIAL:<number>, ACCUM_BUFFER and FRAME_BUFFER. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set. Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering. [PRINT_MODE:STANDARD] [SINGLE_BUFFER:NO] Change this to YES to keep the DF window on top of your other windows. [TOPMOST:NO] Change this to YES if you want to see an FPS counter at the top left. [FPS:NO] Use this to set the maximum frame rate during play. The movies are always capped at 100. A frame in this case is not graphical but related to the movement speed of a creature. A healthy, unencumbered dwarven peasant takes one step every 10 frames. [FPS_CAP:100] Use this to set the maximum graphical frame refresh rate during play. [G_FPS_CAP:20] This sets the applications vertical synchronization behavior. Changing this to ON can impact your FPS if your G_FPS is high. The other options are ON and DEFAULT. DEFAULT uses whatever settings you have your system at in general. [VSYNC:OFF] Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels. [TEXTURE_PARAM:NEAREST] Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE. [PRIORITY:NORMAL] Change this to NO if you don't want to have the mouse involved at all. [MOUSE:YES] Change this to YES if you'd like to use a BMP for the mouse cursor. The image currently lags when the game is lagging however. [MOUSE_PICTURE:NO] Use these to control the automatic saving behavior in the dwarf fortress mode of game. AUTOSAVE can be set to NONE, SEASONAL or YEARLY. This updates your save at these intervals, so that some of your progress will be saved in case of system instability. You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times. Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves. [AUTOSAVE:NONE] [AUTOBACKUP:NO] [AUTOSAVE_PAUSE:NO] Set this to YES if you want it to save the game when you start a new fortress. If AUTOBACKUP above is set to YES, it will also create a copy of this new save. [INITIAL_SAVE:NO] Set this to YES to make Dwarf Fortress start paused whenever you load an active game. [PAUSE_ON_LOAD:NO] Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues. [EMBARK_WARNING_ALWAYS:YES] You can change these to ALWAYS and NO. More restrictive world parameter settings override these. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here). [SHOW_EMBARK_RIVER:FINDER] [SHOW_EMBARK_POOL:FINDER] [SHOW_EMBARK_M_PIPE:FINDER] [SHOW_EMBARK_M_POOL:FINDER] [SHOW_EMBARK_CHASM:FINDER] [SHOW_EMBARK_PIT:FINDER] [SHOW_EMBARK_OTHER:FINDER] [SHOW_EMBARK_TUNNEL:FINDER] Use these options to remove features from the game. Permitted values are YES and NO. Removal might speed the game up in the case of temperature and weather. [TEMPERATURE:YES] [WEATHER:YES] [ECONOMY:YES] [INVADERS:YES] [CAVEINS:YES] [ARTIFACTS:YES] [ZERO_RENT:NO] Change this to YES to output the reasons for world map rejection into a file. [LOG_MAP_REJECTS:NO] Change these numbers to make the embark rectangle start at a different size. The format is (EMBARK_RECTANGLE:<width>:<height>). Numbers may run from 2 to 16. The map size warning message will go by these numbers. [EMBARK_RECTANGLE:6:6] Change these numbers to set the default weights for traffic designations. If you make the last numbers too large, pathfinding might lag. The format is (PATH_COST:<high>:<normal>:<low>:<restricted>). [PATH_COST:1:2:5:25] Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container). The default options are very aggressive. STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap. The others control how many tiles are removed for each combination type for any match at all. For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap). Values from 2 to 1000 are permitted. Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000. [STORE_DIST_ITEM_DECREASE:20] [STORE_DIST_SEED_COMBINE:1000] [STORE_DIST_BUCKET_COMBINE:1000] [STORE_DIST_BARREL_COMBINE:1000] [STORE_DIST_BIN_COMBINE:1000] Change this to YES to disallow pets from coffin burial as the default option. [COFFIN_NO_PETS_DEFAULT:NO] This controls the display of areas that are far below outside. The format is SKY:<character>:<foreground color>:<background color>:<brightness>. The <character> can be either an ASCII tile number or a character in quotes, like '#'. [SKY:178:3:0:0] As above, for inside/subterranean areas. [CHASM:250:0:0:1] This controls the "IDLERS: <number>" that is displayed in dwarf mode. You can set it to TOP, BOTTOM or OFF. [IDLERS:TOP] You can set the maximum population of your fortress here. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features. [POPULATION_CAP:200] This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress. [BABY_CHILD_CAP:100:1000] If you don't like the ,.`' ground, try setting this to NO. The ground will turn into periods only. [VARIED_GROUND_TILES:YES] If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES. [ENGRAVINGS_START_OBSCURED:YES] If you get annoyed by seeing items like *<*sword*>* you can get rid of the outside ** by setting this to NO. [SHOW_IMP_QUALITY:YES] Set this to YES to display fluids as numbers indicating depth. [SHOW_FLOW_AMOUNTS:NO] If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES. [SHOW_ALL_HISTORY_IN_DWARF_MODE:YES] This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. You might need to adjust this. [KEY_HOLD_MS:150] This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode. [RECENTER_INTERFACE_SHUTDOWN_MS:0] This controls "more" in adventure mode. If MORE is set to NO, all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt. [MORE:YES] [DISPLAY_LENGTH:23] Set this to YES if you want traps to affect you in adventure mode. This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses. [ADVENTURER_TRAPS:NO] Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view. [ADVENTURER_ALWAYS_CENTER:YES] This controls the up/down views in adventure mode. The first parameter can be OFF, UNHIDDEN, CREATURE or ON. UNHIDDEN makes the view appear when it contains any unhidden square. CREATURE makes the view appear when it contains a creature. The second parameter is the size of the view. It can be 3, 5, 7 or 9. A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3). [ADVENTURER_Z_VIEWS:UNHIDDEN:9] You can use these to say how nicknames are displayed in each mode Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL [NICKNAME_DWARF:REPLACE_FIRST] [NICKNAME_ADVENTURE:REPLACE_FIRST] [NICKNAME_LEGENDS:REPLACE_FIRST] These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors. [BLACK_R:0] [BLACK_G:0] [BLACK_B:0] [BLUE_R:30] [BLUE_G:50] [BLUE_B:168] [GREEN_R:60] [GREEN_G:128] [GREEN_B:0] [CYAN_R:0] [CYAN_G:128] [CYAN_B:140] [RED_R:200] [RED_G:20] [RED_B:0] [MAGENTA_R:128] [MAGENTA_G:50] [MAGENTA_B:200] [BROWN_R:140] [BROWN_G:98] [BROWN_B:56] [LGRAY_R:192] [LGRAY_G:192] [LGRAY_B:192] [DGRAY_R:128] [DGRAY_G:128] [DGRAY_B:128] [LBLUE_R:0] [LBLUE_G:120] [LBLUE_B:255] [LGREEN_R:170] [LGREEN_G:255] [LGREEN_B:0] [LCYAN_R:0] [LCYAN_G:200] [LCYAN_B:255] [LRED_R:255] [LRED_G:50] [LRED_B:0] [LMAGENTA_R:210] [LMAGENTA_G:10] [LMAGENTA_B:255] [YELLOW_R:255] [YELLOW_G:232] [YELLOW_B:76] [WHITE_R:255] [WHITE_G:250] [WHITE_B:230][/Code] Now 1280x800 will be fine, but if it's not asking for too much, could you do a 1680x1050 aswell? That would be great and after that I will only swarm this thread with questions about DF itself and not the res thingy. [editline]11:30PM[/editline] Also, I have tinkered with it myself a bit but it should be ok.
It seems since we got the last build that wells always demand chains now, and never let me use the tons of rope we have. Damn man, I'm a month or two into the fortress, I don't have metal quite yet.
[QUOTE=dedo678;16358317]Don't use mayday, stick with a normal character set.[/QUOTE] Fuck man could you leave it to the individual player to choose whether or not they want to use tilesets? Some people enjoy the game in ways you don't Deal with it.
A group of kobold theives showed up in my trap hall with three legendary soldiers were around him, not even that dagger could of helped it. Also my engraver went into a strange mood and created a Kaolinite toy boat. [IMG]http://img37.imageshack.us/img37/1796/legendarytoy.png[/IMG] I can imagine a child killing a bully with that...
[QUOTE=CommanderPT;16360045]Oh lol, I'm an idiot. :v: Sec.. [editline]11:29PM[/editline] Also, I have tinkered with it myself a bit but it should be ok.[/QUOTE] [code] Change this to turn sound off. [SOUND:OFF] The sound volume runs from 0 (off) to 255 (full). You can set the volume from the ESC options menu as well. [VOLUME:255] Change this to skip the wonderful intro movies. [INTRO:OFF] This lets you set the starting windowed/fullscreen setting. Can be YES, NO or PROMPT. [WINDOWED:PROMPT] This is the size and font for windowed mode. Changing to 800x600 and the 800x600 font might make you happier. [WINDOWEDX:1280] [WINDOWEDY:800] [FONT:curses_640x300.png] Full screen info. [FULLSCREENX:1680] [FULLSCREENY:1050] [FULLFONT:curses_640x300.png] If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen. [BLACK_SPACE:YES] Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets. [GRAPHICS:YES] [GRAPHICS_WINDOWEDX:1280] [GRAPHICS_WINDOWEDY:800] [GRAPHICS_FONT:maydayMIX.png] [GRAPHICS_FULLSCREENX:1680] [GRAPHICS_FULLSCREENY:1050] [GRAPHICS_FULLFONT:maydayMIX.png] [GRAPHICS_BLACK_SPACE:YES] This is the dimensions in tiles of the display grid. Minimum x is 80. Minimum y is 25. Maximums are 200. Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window. FULLGRID is used in full screen mode, whether graphics is on or not. [GRID:80:50] [FULLGRID:105:65] These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen. Available modes are STANDARD, PARTIAL:<number>, ACCUM_BUFFER and FRAME_BUFFER. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set. Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering. [PRINT_MODE:STANDARD] [SINGLE_BUFFER:NO] Change this to YES to keep the DF window on top of your other windows. [TOPMOST:NO] Change this to YES if you want to see an FPS counter at the top left. [FPS:NO] Use this to set the maximum frame rate during play. The movies are always capped at 100. A frame in this case is not graphical but related to the movement speed of a creature. A healthy, unencumbered dwarven peasant takes one step every 10 frames. [FPS_CAP:100] Use this to set the maximum graphical frame refresh rate during play. [G_FPS_CAP:20] This sets the applications vertical synchronization behavior. Changing this to ON can impact your FPS if your G_FPS is high. The other options are ON and DEFAULT. DEFAULT uses whatever settings you have your system at in general. [VSYNC:OFF] Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels. [TEXTURE_PARAM:NEAREST] Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE. [PRIORITY:NORMAL] Change this to NO if you don't want to have the mouse involved at all. [MOUSE:YES] Change this to YES if you'd like to use a BMP for the mouse cursor. The image currently lags when the game is lagging however. [MOUSE_PICTURE:NO] Use these to control the automatic saving behavior in the dwarf fortress mode of game. AUTOSAVE can be set to NONE, SEASONAL or YEARLY. This updates your save at these intervals, so that some of your progress will be saved in case of system instability. You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times. Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves. [AUTOSAVE:NONE] [AUTOBACKUP:NO] [AUTOSAVE_PAUSE:NO] Set this to YES if you want it to save the game when you start a new fortress. If AUTOBACKUP above is set to YES, it will also create a copy of this new save. [INITIAL_SAVE:NO] Set this to YES to make Dwarf Fortress start paused whenever you load an active game. [PAUSE_ON_LOAD:NO] Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues. [EMBARK_WARNING_ALWAYS:YES] You can change these to ALWAYS and NO. More restrictive world parameter settings override these. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here). [SHOW_EMBARK_RIVER:FINDER] [SHOW_EMBARK_POOL:FINDER] [SHOW_EMBARK_M_PIPE:FINDER] [SHOW_EMBARK_M_POOL:FINDER] [SHOW_EMBARK_CHASM:FINDER] [SHOW_EMBARK_PIT:FINDER] [SHOW_EMBARK_OTHER:FINDER] [SHOW_EMBARK_TUNNEL:FINDER] Use these options to remove features from the game. Permitted values are YES and NO. Removal might speed the game up in the case of temperature and weather. [TEMPERATURE:YES] [WEATHER:YES] [ECONOMY:YES] [INVADERS:YES] [CAVEINS:YES] [ARTIFACTS:YES] [ZERO_RENT:NO] Change this to YES to output the reasons for world map rejection into a file. [LOG_MAP_REJECTS:NO] Change these numbers to make the embark rectangle start at a different size. The format is (EMBARK_RECTANGLE:<width>:<height>). Numbers may run from 2 to 16. The map size warning message will go by these numbers. [EMBARK_RECTANGLE:6:6] Change these numbers to set the default weights for traffic designations. If you make the last numbers too large, pathfinding might lag. The format is (PATH_COST:<high>:<normal>:<low>:<restricted>). [PATH_COST:1:2:5:25] Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container). The default options are very aggressive. STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap. The others control how many tiles are removed for each combination type for any match at all. For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap). Values from 2 to 1000 are permitted. Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000. [STORE_DIST_ITEM_DECREASE:20] [STORE_DIST_SEED_COMBINE:1000] [STORE_DIST_BUCKET_COMBINE:1000] [STORE_DIST_BARREL_COMBINE:1000] [STORE_DIST_BIN_COMBINE:1000] Change this to YES to disallow pets from coffin burial as the default option. [COFFIN_NO_PETS_DEFAULT:NO] This controls the display of areas that are far below outside. The format is SKY:<character>:<foreground color>:<background color>:<brightness>. The <character> can be either an ASCII tile number or a character in quotes, like '#'. [SKY:178:3:0:0] As above, for inside/subterranean areas. [CHASM:250:0:0:1] This controls the "IDLERS: <number>" that is displayed in dwarf mode. You can set it to TOP, BOTTOM or OFF. [IDLERS:TOP] You can set the maximum population of your fortress here. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features. [POPULATION_CAP:200] This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress. [BABY_CHILD_CAP:100:1000] If you don't like the ,.`' ground, try setting this to NO. The ground will turn into periods only. [VARIED_GROUND_TILES:YES] If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES. [ENGRAVINGS_START_OBSCURED:YES] If you get annoyed by seeing items like *<*sword*>* you can get rid of the outside ** by setting this to NO. [SHOW_IMP_QUALITY:YES] Set this to YES to display fluids as numbers indicating depth. [SHOW_FLOW_AMOUNTS:NO] If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES. [SHOW_ALL_HISTORY_IN_DWARF_MODE:YES] This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. You might need to adjust this. [KEY_HOLD_MS:150] This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode. [RECENTER_INTERFACE_SHUTDOWN_MS:0] This controls "more" in adventure mode. If MORE is set to NO, all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt. [MORE:YES] [DISPLAY_LENGTH:23] Set this to YES if you want traps to affect you in adventure mode. This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses. [ADVENTURER_TRAPS:NO] Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view. [ADVENTURER_ALWAYS_CENTER:YES] This controls the up/down views in adventure mode. The first parameter can be OFF, UNHIDDEN, CREATURE or ON. UNHIDDEN makes the view appear when it contains any unhidden square. CREATURE makes the view appear when it contains a creature. The second parameter is the size of the view. It can be 3, 5, 7 or 9. A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3). [ADVENTURER_Z_VIEWS:UNHIDDEN:9] You can use these to say how nicknames are displayed in each mode Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL [NICKNAME_DWARF:REPLACE_FIRST] [NICKNAME_ADVENTURE:REPLACE_FIRST] [NICKNAME_LEGENDS:REPLACE_FIRST] These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors. [BLACK_R:0] [BLACK_G:0] [BLACK_B:0] [BLUE_R:30] [BLUE_G:50] [BLUE_B:168] [GREEN_R:60] [GREEN_G:128] [GREEN_B:0] [CYAN_R:0] [CYAN_G:128] [CYAN_B:140] [RED_R:200] [RED_G:20] [RED_B:0] [MAGENTA_R:128] [MAGENTA_G:50] [MAGENTA_B:200] [BROWN_R:140] [BROWN_G:98] [BROWN_B:56] [LGRAY_R:192] [LGRAY_G:192] [LGRAY_B:192] [DGRAY_R:128] [DGRAY_G:128] [DGRAY_B:128] [LBLUE_R:0] [LBLUE_G:120] [LBLUE_B:255] [LGREEN_R:170] [LGREEN_G:255] [LGREEN_B:0] [LCYAN_R:0] [LCYAN_G:200] [LCYAN_B:255] [LRED_R:255] [LRED_G:50] [LRED_B:0] [LMAGENTA_R:210] [LMAGENTA_G:10] [LMAGENTA_B:255] [YELLOW_R:255] [YELLOW_G:232] [YELLOW_B:76] [WHITE_R:255] [WHITE_G:250] [WHITE_B:230] [/code] Ok that should do it. Window mode is 1280x800, fullscreen is 1680x1050
That looks like poo imho. :saddowns: [IMG]http://i28.tinypic.com/15eeno6.png[/IMG]
[QUOTE=HALP Cat;16360471]That looks like poo imho. :saddowns: [IMG]http://i28.tinypic.com/15eeno6.png[/IMG][/QUOTE] Well then don't use a graphical tileset, I dunno. You're trying to play dwarf fortress and you can't even work out the Init.txt file.
I can't? :raise: I just said that it looks like poo, the sprites get fucked over if you try to to make the screen bigger.
[QUOTE=HALP Cat;16360526]I can't? :raise: I just said that it looks like poo, the sprites get fucked over if you try to to make the screen bigger.[/QUOTE] It's a 2D game, you can't scale it, you can only change how many tiles are being drawn on the screen.
Those tiles are actually smaller than with the default init.
What do I edit to play as a demon in adventure mode?
At least the platinum I found is going to good use, I've had two strange moods so far that have made stuff out of platinum which is boosting my wealth exponentially.
[img]http://i140.photobucket.com/albums/r21/khyron2k/Dwarves/City-3Dwarf.jpg[/img] [img]http://i140.photobucket.com/albums/r21/khyron2k/Dwarves/Dwarf_Dam.jpg[/img] Woah
What program is the bottom one? Looks more detailed than 3dwarf.
Now thats what a human town should look like not just bunch of houses spread around. Also where can I get coal?
Yeah. I would like to know as well.
I so need to build a dam now.
[QUOTE=Zeroarmorclo;16361505]Now thats what a human town should look like not just bunch of houses spread around. Also where can I get coal?[/QUOTE] You find coal like you find other rocks, there's usally a lot of exposed veins of it in mountains.
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