8/3/2023 0 Comments Lemunde dwarf fortress tilesetAs this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all." "One factor which is known to affect migrant wave size is the total size of your fortress's units list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. Even if you run at 20fps theres a couple of things that you absolutely need DFHack for, especially the fix/dead-units command. But I do appreciate the helpfulness of the post as an objective thing. Originally posted by Lockfågel, Paradoxriddaren:Not for me, I run at 20 game FPS by choice and the rest of these aren't worth the hassle of manually installing and keeping up with updates for a mod from Github. Warn-starving - warns you when your animals and dwarves are starving or dehydrated Unsuspend - resume suspended building jobs, also visually marks suspended buildings on the map Unforbid - remove the "forbidden" flag from items Tiletypes - redraw the map with tiles of your choice Showmood - explain what a dwarf is looking for for their strange mood project Seedwatch - protect your seeds from being cooked when you need them for planting Reveal - reveal map tiles (note that you have to switch into ASCII mode to see underground tiles) Quickstart-guide (check this out!) - get new DFHack players oriented Quickfort (and the gui/quickfort point and click interface) - apply blueprints to your map Prioritize - get your dwarves to actually do important jobs (like food hauling) Overlay (and the gui/overlay config frontend) - configure DFHack informational and widget overlays Orders - import, export, and sort manager orders Nestboxes - protect fertile eggs in nestboxes from being gathered and eaten Migrants-now - attempt to spawn a migrant wave asap Locate-ore - find ores of specific types on the map List-agreements - show which temples and guildhalls you have agreed to build Lever - interact with levers (including pulling them with the "hand of Armok") Gui/quickcmd - customizable list of favorite DFHack commands Gui/pathable - show which tiles are reachable from the selected position Gui/launcher - in-game DFHack command launcher with integrated help and autocomplete Gui/gm-unit - general unit property editor Gui/gm-editor - general game memory editor Here's are some of the more popular tools that are available now (even with the small percentage of tools that are tested, it's still a long list):Īutobutcher and the gui/autobutcher config frontend - automatically butcher excess livestockĪutochop (and the gui/autochop config frontend) - automatically designate trees for choppingĪutofarm - automatically select crops for plantingīan-cooking - keep your chefs from cooking ingredients that are useful for other thingsīlueprint (and the gui/blueprint point and click interface) - record the design of your fortressĬleanowned - force dwarves to drop tattered clothing and go get new clothingĭeathcause - find out the cause of death by selecting a corpse or body partĭig-now - fulfill dig designations instantlyĭrain-aquifer - dry out all aquifers on the mapįastdwarf - make your dwarves super speedyįix/stable-temp - speed up the game by allowing temperature calculations to quickly find equilibrium This pre-release only works with the Steam version. They are adding tons of functions, after you install DFHack you can see all the tools on the right NOTE: DFHack has some cheats (well- cheating in a singleplayer sandbox game is not considered cheating) built in that you can use or not, but it has tons of QoL specially for end game, which is why I posted it, for the QoL, and the reason why this tool started becoming more and more important over the years.
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