Given Toady's recent development log update stating "...I've added metal/soil to the site finder, allowed it to mark multiple hits (one per map square), allowed you to break out of it as it is chugging along and made the aquifer readout more consistent." I'd say most bases are covered. Other than spamming worlds, I'm not really sure resurrecting my code would benefit even a decent portion of the community. If I see a gaping void pop up in the future I may be swayed otherwise...
I think that, now more than ever before, a utility like this would be appreciated by a certain segment of DF fans. Since the beginning of the Caravan Arc with 0.31.19, the embark screen and site finder was drastically
altered. Minerals became more scarce and some useful features which could be searched for and reported about in previous versions of DF are now
gone.
The info displayed on the
Choose Fortress Location screen, as of 0.31.25, are the type of Biome, the relative Temperature, the presence and density of Trees (if any), the presence and density of Other Vegetation, the Surroundings type, the presence and name of any brook or river, the types of Soil, the presence of aquifers, and the presence of Shallow and/or Deep metals. (The Shallow and Deep metals info in particular has disappointed many who were used to the old system.)
The Site Finder will only allow the following search criteria. And searches are restricted to a few broad categories:
- X Dimension
- Y Dimension
- Savagery - Low/Medium/High
- Evil - Low/Medium/High
- Temperature - Low/Medium/High
- Rain - Low/Medium/High
- Drainage - Low/Medium/High
- Flux Stone - No/Yes
- Aquifer - No/Yes
- River - No/Yes
- Shallow Metal - None/Yes/Multiple
- Deep Metal - None/Yes/Multiple
- Soil - None/Little/Some/Deep
- Clay - No/Yes
Compare that with the functionality of UltraFinder:
What additional functionality does this have over the default finder?
-With UltraFinder, you can specify Either/Or scenarios for things like magma, unlimited water sources and underground water features.
-Stone layers (ie. sedimentary, igneous extrusive etc.) can be added to your search preferences, along with being able to select specific temperature, vegetation, tree distribution and surroundings that you would like in your site.
-For those of you wanting to turn up multiple sites (so you can pick the best of), there is a "Run Indefinately" option, which runs the finder whilst storing all matching sites into a new folder, along with a text file describing the site's contents.
And while it's now possible to find magma on all maps, as Dr. Hieronymous Alloy pointed out, "I don't relish the though of having to pump magma up 50 z-levels."
Also, several features of the Embark Finder and several goals on GFXiNXS' "Current ideas/goals" could help players significantly in finding their perfect embark site.
- Turn up multiple sites within a region.
- Find sand (finally).
- Find brooks, streams, major rivers, etc.
- Find deserts, glaciers etc.
- Find oceanside locations.
- Find waterfalls.
- Find sites at crossroads.
- Find settlements (human, dwarven, elven and goblin)
- Find civs at war.
The ability to search for
sand, alone, would be a tremendous boon to many players - esp. since it is often vital for building traps, creating valuable trade goods, or components for a
magma pump stack. And it can become boring and tedious to perform countless test embarks to find that perfect site (because the Choose Fortress Location screen and Site Finder have been nerfed). Some players end up spend hours searching. And game saves just for embark locations have become really common since 0.31.19 was released. A lot of them are like this:
The perfect spotIt took me something like 15 hours to manage to create (my) perfect map spot, so i thought i would share it with you !
Sure, there is the
dfprospector tool in the
dfhack package, but that has very limited functionality. Those tools are run at the command prompt and were mostly made as
examples of what can be done with DFHack and memory offsets. And using it is clearly cheating. Dfprospector lists the quanitity and all types mineral veins, materials, shrubs, and wood in trees on the entire map. And that's all it does. But I suspect the code in DFHack could be used to build an Ultrafinder-like utility.