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Author Topic: DFreveal  (Read 1525 times)

Melzer

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DFreveal
« on: February 21, 2012, 12:19:02 pm »

How does it work? You can see all the caves and stuff, but you can't make magma smelters and subterrain trees don't grow.
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peskyninja

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Re: DFreveal
« Reply #1 on: February 21, 2012, 12:20:07 pm »

You must discover them not reveal them.
What version of DF are you using?
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Melzer

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Re: DFreveal
« Reply #2 on: February 21, 2012, 12:30:23 pm »

You must discover them not reveal them.
What version of DF are you using?
So you have to go there to get the features? I'm using 31.25
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Auto Slaughter

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Re: DFreveal
« Reply #3 on: February 21, 2012, 12:43:44 pm »

Yes, you have to send a miner down to actually breach the caverns before indoor foliage begins growing and similarly a miner has to breach the magma sea or a magma pipe before you can create magma-powered workshops.  (The exception is if you embark in an area with a volcano: in that case you can create them immediately.)

Note that you actually need access to magma for a magma-powered workshop to function, anyways.
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Vehudur

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Re: DFreveal
« Reply #4 on: February 21, 2012, 12:51:52 pm »

You must discover them not reveal them.
What version of DF are you using?
So you have to go there to get the features? I'm using 31.25

You have to have dug to the caverns, even if you seal it off right away.  Same for the magma.
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Melzer

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Re: DFreveal
« Reply #5 on: February 21, 2012, 12:53:15 pm »

Can you leave the map revealed or do you have to unreveal?
 
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Garath

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Re: DFreveal
« Reply #6 on: February 21, 2012, 12:56:26 pm »

you can set the mining disignations immediately, but if you don't use unreveal untill later, the part mined out already will urn black, as it was revealed, not explored, causing massive job cancelations usually
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NecroRebel

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Re: DFreveal
« Reply #7 on: February 21, 2012, 12:57:45 pm »

Can you leave the map revealed or do you have to unreveal?
You could leave the map revealed, then just before you dig to someplace where you'd discover something use revflood or unreveal, discover the feature, then reveal again. This is probably more trouble than it's worth, though; better just to reveal, plan and designate, then unreveal. No chance of permanently screwing yourself out of a cavern's plants or magma that way.
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BigD145

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Re: DFreveal
« Reply #8 on: February 21, 2012, 12:59:05 pm »

It's best to just reveal to find the easiest path down and unreveal before unpausing. You are less likely to run into problems/crashes later.
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Starver

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Re: DFreveal
« Reply #9 on: February 21, 2012, 01:06:07 pm »

A bit ninjaed, while writing this...  Originally posting after Auto-Slaughter's post.  (Actually, before that, but was re-wrote totally at that point, as well, due to his ninja, etc...)

You (OP) could of course be trying to build the magma stuff above what will become a magmaduct for the output of a not-yet-built magma-pumpstack...  Although I just find it best to put the magma workshops down straight over (or next to, with magmaducts dug from, underneath) the regular magma source.

IIRC, the DFHack suite for the last version (what you're on) was supposed to include a DFUnreveal, or similar, which did things like either "unreveal everything walkable from the current location" or "unreveal everything not walkable from the current location", so that the surprises (that you have already set down digging designations to reach, twisting and turning through the solid parts of various caverns) are proper surprises once more, and trigger the "Now you can build Magmastuff!" condition.  Also, IIRC, the DFReveal had a "quick look, then revert it" mode, that allowed you even to designate the digging (with the omniscient foresight to dig around open cavern areas, etc, and get exactly where you wanted to be) and then continue 'in ignorance' like you should be doing, just strangely digging in all the right spots...

But I'm not exactly sure on that count, because not having used it so much myself I'm going on what I (think I) have read about it all.


The key thing (TL;DR;!) is that you need to be officially 'surprised' by the discovery (or have it already there on embark, in the case of surface volcanos) for you to get the game to work correctly.  Whether or not you've been using 'slightly cheaty' methods beforehand...

[1] One of which is to then go back to an unRevealed version of the save or use DFUnreveal (or something) so that you get 'surprised' in the official way, when you break in to the appropriate line-of-sight.
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Auto Slaughter

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Re: DFreveal
« Reply #10 on: February 21, 2012, 02:14:05 pm »

Using 31.25 and the latest version of dfhack (the one that works as its own command interpreter which opens with DwarfFortress.exe and which had dffusion integrated, as opposed to previous versions that had a little .exe for each dfhack tool) I never had any problem simply leaving the map revealed the entire time.  I was usually using the "revtoggle" command to switch it on and off.
« Last Edit: February 21, 2012, 02:16:11 pm by Auto Slaughter »
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Legendary Idler
“There's nothing better than a party that turns into a death trap.”

               — Russell T Davies, Doctor Who writer, speaking of some of his more popular plot lines