I have to mention this is pretty much a developers playground/utility most of the stuff is rough and leads to weird results if you use it though if you used DFliquids before then you should not have that much of an issue with this.
unless you use Dfliquids and still get confused then... DEVELOPER UTILITY Beat me for I'm not a 'developer' and I had to go through this like any one going through Dwarf fortress normally.
to navigate Dfusion you have to input the number the option has.
typing out EMBARK won't work, but typing 2 or 4 will.
>Embark - This is a hack to the embark section. Allows to modify the creature list you embark with.
Usage: edit races.txt to your needs and use it before embarking (when selecting site). There must be atleast 7 races in races.txt.
Format is <racename>:<caste number>. If you leave it just <racename> it select randomly (a(c)cording to raws).
>simple_embark - This is a simplier version of embark. Allows to modify count of dwarves you start with.
Embark can be only use on the map section if your already at the item selection of the embark settings you gone to far and you need to abort the game.
Simple embark is the same with normal embark except you don't get to change the race of the creature.
There a trick that was mention way back in the beginning of the thread on how to get the other races into noble jobs. I'll add that in later once I find it
also simple embark and Embark should never be mix as mention with this line here below the Simple_embark commands. DO NOT USE IT WITH EMBARK.
>friendship - allows creatures to function as your dwarves. The creature list is in races.txt
this command one of the first tools I used to kick start my adventure/fort mode playthroughs though this bit here was around 40d and is simple to use.
if the sentient creature is either a part of the fort, or captured and tamed they would be able to do work.
the trick if I remember to get goblins in the noble screen was to run this before doing the embark.
friendship can be run at any time, though only works in fort mode, Adventure mode has a different "friendship" command I'll talk about later.
Tools
these bits are small coding that besides change adventurer and to me hostilities is for the fort mode.
>>allows changing current race --influences immigrants, what creatures do jobs (if not using friendship) , etc
>>giving IQ to races --this allows setting jobs for that race
when I read this I thought this was race changer. nah this is to change the fort mode controlling race. which allows for elves of the same civ on the site to do work while dwarves get rest.
personally I rarely use it. seeing how we got that trick to make a multicultural fort still this might be an option for those who want a flavor fort.
the second one flip on the race smart flags that's in the games save, not in the raws, as the game only reads those once per load in. the use of this is to make kobolds smart, gnomes intelligent, and GCS to become mayor GCS.
the command will prompt you to type out the raw name of the creature in CAPS, DWARF is easy, getting the Raw name for an animated armor can take a few tries.
>>Change adventurer-- swaps your adventurer with other creature. This is useful([s]l[/s]) if you want to arm your co-adventurers. DO NOT TRAVEL WHILE SWAPPED(bad things will happen). If not working, try deleting line with "AdvCreatureVec" and restarting.
>>Migrants -- picks migrants from a list in races.txt when they ar(r)ive.
>>Make creature follow -- makes creature temporarily follow you.
CHANGE ADVENTURER, oh boy Darius added this baby once I was testing out the quantum Travel "exploit" and he made this body snatcher command.
If you ever want to be somebody, if you ever want to give your self an advantage in a one on one fight, if you ever want to cause horrible mischief with out getting caught and exile from a town.
this command is for you.
Now this should boot up the list of the creatures you can choose. should be straight through, unless your on a demon fortress and over fill the list cutting off the first thousand creatures to choose, which then you have to remember
their name or number.
the options to choose are to stay with the creature normally, stay in legends(safe on travel), or flip back, you can quit before making your choice.
Change adventurer is for the guys who don't know how the pointer works for the ADv_tools version(which was added in because I was getting sick an tired of looking through a 'yellow book' to find the character that's in my face.)
Migrants makes the next batch of people that come to your fort a different race from the original and you could change the order for your choosing.
this means you can get a batch of Dragons one season and a batch of giant cave spiders the next. if you want to change the race just edit the name of the race.txt that in the migrant folder.
the order of race goes from top to bottom and your selecting the order not who in the migrant wave so you won't get 3 dwarves an elf and a modded in creature for your first wave.
Make creatures follow... UGHAAHRHAUAH remember the friendship command well this is that for Adventurers in the Adventure change list style too, this will bypass the need of having an high Adventurer trait and more and just make the character a companion.
you can do this to any one, babys, children, nobles who would say no any way, bandits and illiterate monsters who can't speak your language can be use to be a follower.
NOTE taking peasants from fortress will lead to them running from any danger, also bogeymen do this also so your chance of doing damage is by hopefully the enemy catches them and they counter attack them to death.
(that or using the carry command to hold them down and push them into the enemy).
this also has a ADv_tool command that uses the pointer and much better to use when having to deal with many companions not be companions once you travel(oops that will happen I have a temp fix but I'll get into that later).
>>Runscript -- *not working yet*
>>Change site type -- Changes site type.
>>Change site flags -- Changes site flags (some do something some not).
>>Protect site from item scattering -- Stops items in the site from scattering, when leaving or sleeping or abandoning fort. (SLOW)
Run script was the HotKey option of Dfusion allowing people to just running a script and continuing on with the game.
I won't be explaining this as I never touch it for none of the scripts gave access to Adventure mode ones that it's *not working yet*
CHANGE SITE TYPE, this baby here was the how one say "the boon of the adventure home research days." we where starting to find out what made lairs tick and store items. To use this first you need to know the non plural way to the name.
then type the title in caps if you fail to get it right the utility will ask again, you can end the prompt by hitting q and ENTER, note this is explain kinda when you go into it.
once your done the game will search through the list of sites in the region to find which one has the word in their title and pin it down to a few/more sites, which then you just input the number that to the left of it.
the next panel if you successfully choose the right site, will allow you to flip the site to any of the ~9 site types. heres my personal understanding of what each gives you.
pfort, the player fort this can lead to some crazy tricks with Dfmode if you change to this on a lair, bandit camp, human fort,
mountain home, "the dwarven toilet" currently has no spawn points or buildings so every one is invisible
elven resort, ditto
dark fortress, same as mountain home.
hamlet, is the human towns that cut off normal DF players of space to play around in, setting any thing to this will make the site one if you come back, anything larger than 3x3 will give you houses and creatures will spawn in them.
Fort, this is a human fort and can work if you have a 3x3 site, anything smaller won't spawn the fortification and leaves you with non travel empty space.
event point, BEATS ME I guess this is for wars and legend events so I guess once we figure out time travel we can visit these places.
lair, doesn't store items. don't use this thinking it will.
the flag version is the same thing with site type but with little bit more confusion control I don't know what many of these do and some I forgot best play around with them and report here what they do. MOVING on...
Scatter proofing sites, langdon explain a detail version of this, and personally all I knew of this is 1 is for saving the fort entirely 3 is for getting patches, ignore 2 just ignore it, don't type out 2 if you hit 2 in means of hitting 1 or 3 back out or close dfusion bring it back so you can choose 1 or 3.
choosing 2 you might want to have knowledge of Dfliquids BLOCK shapes because this command fills areas just like that, and two expects you to know this, langdon made a nice guide on the grid system that this uses.
scatter proofing the site saves reclaims and adventure time of looking for items and will make adventures lives easier hell you can make a home with a microline foot ball stadium and stash all your loot and not worry about it.
edit: 1 embark tile = 4 blocks.
ADVENTURE TOOLS aka RUMRUSHER tools use for his personal mods to Dfusion aka most pain and confusion comes from.
>adv_tools -Tools for adventurer
>>Change adventurer -- same as above, except target with 'l' or 'k' (look or talk command in DF)
>>Make creature follow --same as above, except target with 'l' or 'k'[u]
>>Toggle ghostliness -- sort of imortallity really, you can't hit anything but gain flying and everyone ignores you.[/u]
>>Toggle hostile -- changes creature hostility (experimental)
>>Make creature follow -- makes creature follow (even after traveling, experimental)
>>Wagon mode (by rumrusher) -- turns you into a wagon :D
>>Change flag (by rumrusher) -- can flip one flag (e.g. 1-> dead...)
>>Teleport -- Moves creature from place to place. Input coordinated in form "-1 -1 0" to move by -1 in x and -1 in y.
>>Ressurection -- resurrects a creature under the cursor (also heals it's wounds to some degree)
>>Change Adv permenent -- changes bodies with target (if target is historical figure- permenently, experimental)
>>Zombies -- Resurrects the dead as zombies... (experimental tend to crash)
first this section is for those who hate going through a list to find 1 guy and just want to change those they can see/kinda saw and know where they are.
This uses the K and L and some times F, and T commands in adventure mode which brings up a pointer that dfusion use to find the coordinate of the creature/item/tile/what ever you want.
the utility needs the direct coordinates of said C/i/t/weyw and you have to have the pointer ontop of said C/i/t/weyw for it to work, before not doing so lead to DFusion crashing now it just sends an error every time you fail to do so.
adventure change and creature follow works the same as their list counter parts.
Toggle ghost you need to have the pointer on your self or any creature to have it to work. this neat function/command if use on your self to be noclip and non targeted pretty much zombies will talk to you demons won't bat an eye and
bandits will just tell you to leave them alone. if you drop your items you can noclip through the floor and go through walls and fly. Down side is you can attack any one in this form even if you hit alt+y the attacks all phase through or not register.
Hostile same as hostility in fact the only difference is your changing the creature civ to be your adventure civ and not the fort site civ.
wagon mode, use the pointer on a companion or foe turns person into wagon, for the caravan players, to store items just turn person into human and take control of them and grab the stuff. this isn't working well right now.
change the flag, uses the pointer and type the number of the flag you want to change.
the list for flags are larger than what's in Runesmith but it stops around 80.
teleport, S is for the adventurer, nothing causing to go to the creature the pointer is on, the Dy Dx Dz is a pain to figure out and I personally use the cursor option which is hitting c.
Revive is a pointer tool where you can heal or brings back the dead.
Zombies broken because darius never added my version in as a patch which fix the issue with zombies crashing the game when they get hit. the fix is adding the resurrection code into the zombie code to repair their missing limbs.
which is this function rum_tools.Zombieressurect()
repeat
local trgs=selectall()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
print("Zombie:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,1)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,1)
end
--engine.peek(v,ptr_Creature.civ)
--engine.poke(v,ptr_Creature.civ,-1)
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,true) --zombie
flags:set(17,true)
flags:set(19,true)
engine.poke(v,ptr_Creature.flags,flags)
--engine.poke(v,ptr_Creature.legends,-1)
end
until r==7
end
>items -Item manipulation tools
>>Destroy all -- removes all(!) items
>>Hatch eggs -- hatches all hatchable (in nests) eggs
>>Edit -- lets you edit some item below the pointer properties.
>triggers - a function calling plugin, run once to install, second time to run functions
>>Print -- prints a message in DF.
ITEMS and TRIGGERS are new and currently being poke at and being tested.
so far items work differently the editor currently needs the creature to be on the floor to have an effect.
22 is on fire so have fun lighting people with this.
and hatch eggs can be run in either Fort or adventure mode if the the eggs are laid in the nest box building.
triggers I don't need to fully explain this do I?!?!?!??!
if you can't do anything of these things then type out the first error you see and either Darius or I/me will answer.
if you excuse me I need to rest my wrist for writing up this "'non-developer' guide."