User:Corc
From DwarfFortressWiki
Howdy, here is my page :)
I've never done any wiki work before and figured I might be able to add to this group of dwarf lovers :P
I'm going to add stuff here until I figure out where to put them.
Contents |
[edit] Rick's Tweak Uses
I really like Rick's Tweak util and use it to mess with my dwarves while I'm bored.
[edit] Tileedit
[edit] Add a Chasm
On the General tab, change Type to 23 00 then click OK to write this tile information to Dwarf Fortress.
If done on the lowest z-level, it will act like any normal chasm minus the creatures.
If done on any other level, the chasm still acts like a chasm and destroys anything that enters it. But, it also does some unknown things to the tiles below it: I changed a tile in the middle of a river and all the tiles below it showed as outside, I also changed a tile in the middle of my fort (with rooms below and above the tile) and nothing out of the ordinary happened.
- actually I just tried it this time with a river right above the fort and the river flooded the fort... so it could be just like a channel but destroys objects if they pass to the last floor.
A quick fix to an accidental flood could be to make a temporary chasm at the lowest point of the flood to clean up the unwanted water faster. You'd also want to block the source, but you don't need a chasm for that.
[edit] Add a Waterfall
On the General tab, change Type to 59 00 then click OK to write this tile information to Dwarf Fortress.
This can be done anywhere, and produces a nice amount of mist along with the magical production of free water.
[edit] Other Things
I've tried and failed at making a river that flows from nowhere--which is how I came to make the waterfall.
I still don't know what the unknown flag (27) in the Designation tab is for--some of the waterfalls I found had that flag yet lost it when I copied all the info into a new tile.
[edit] Memory Hacks
My foolings around with the memory stuff:
Map blocks have an event vector (per other's findings) and that vector is a list of addresses to events. When the "Type" of the tile is "B8 01" or 184, then you've got an event tile--to find out what it is you have to look at the events and their masks.
Vector stuff: ... (Start mem) (End mem) (end alloc mem) FFFF @ Vector Start (Event mem 1) (Event mem 2) ... @ Event (ID) (mask...) (flags)
basic event type IDs:
00 -> 7E Gems 7F -> 98 Rocks (non-eco) 99 -> A9 Ore (+dye stuff) AA -> D0 Rocks (eco) D1 Adamantine D2 -> DC Clays DD -> E5 Sand E6 -> FF Undefined or "Rock"

