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Dwarf Fortress => DF General Discussion => Topic started by: Jifodus on July 25, 2008, 02:38:42 pm

Title: Nano Fortress (2013.1.25.1)
Post by: Jifodus on July 25, 2008, 02:38:42 pm
Originally I created this utility to play on a would be now 6+ year old, crappy laptop that I installed Vista on it; so I need all the performance boosting I can get.  One way that I was able to boost performance was by shrinking down the playable fortress size to 1x1 which helped a lot.  I have since replaced that laptop with a new and improved crappy laptop that doesn't need a 1x1 fortress to be playable (also some of Toady's optimizations helped).

Download: http://www.lorauwar.com/~jifodus/dl/df/nanofortress.zip (2013.1.25.1)
It's been verified to work with 0.34.11 (Windows; SDL + legacy). It will probably work with any the more recent versions (0.31.*, through 0.34.*), and it may work with future versions.

If you are running Windows XP, and the download above does not work for you try looking at this post (http://www.bay12forums.com/smf/index.php?topic=21601.msg4660524#msg4660524). I've upgraded my compiler and it would seem that Microsoft has dropped support for Windows XP from it (or at least not in default builds). As I no longer have any convenient Windows XP installations, I'm not able to properly test the build on Windows XP.

Please read the error messages carefully, if the error is about the finder, it successfully patched the part of the code that allows you to manually resize the the embark area to 1x1, it however did not successfully patch the finder that DF includes so you won't be able to find a 1x1 area with the resources you want (not that looking for a 1x1 area has any real merit anyway).

Windows Vista/Windows 7 users, if you get an error message about OpenProcess(Dwarf Fortress) failed. Are you the same user that started the game?, try running it as Administrator.

Please remember, Dwarf Fortress wasn't originally intended to run on 1x1 local area maps, hence there will be unexpected, possibly disastrous or possibly hilarious consequences (such as continuous spawning of undead critters, insta-heat-death when spawning on a magma tube, that kinda fun stuff).

For source code, check out: http://code.lorauwar.com/hg/pub/df/file/1df58548a05a/AutomatedTools/nanofortress.c

See also: Embark Anywhere (http://www.bay12forums.com/smf/index.php?topic=21351.0) (2013.1.25.1)

This post has been rewritten to be more up to date, the original post has been archived here:
Spoiler (click to show/hide)
Title: Re: Nano Fortress
Post by: Tormy on July 25, 2008, 03:45:14 pm
Since I play on a 4+ year old, crappy laptop and I installed Vista on it; I need all the performance boosting I can get.

Therefore opening up those 1x1 fortresses for your convenience: http://www.geocities.com/jifodus/nanofortress.zip

It's been designed to work with v0.28.181.39c and later. If it detects the map finder in v0.28.181.39d and later, it will attempt to patch that as well.

It is possible that it will work with earlier versions, however, it's largely untested.

Also, before anyone says they see sky on the fortress overview map on a 1x1 fortress, I'll say that Dwarf Fortress wasn't originally intended to run on 1x1 local area maps hence there will be unexpected, possibly disasterous or possibly hilarious consequences.


Vista eats RAM, its a bad idea to install it on an old laptop.
However I have a decent computer with 64bit Vista, and its faster than XP. :)
Title: Re: Nano Fortress
Post by: Zwergner on July 25, 2008, 03:59:14 pm
Since I play on a 4+ year old, crappy laptop and I installed Vista on it; I need all the performance boosting I can get.

Therefore opening up those 1x1 fortresses for your convenience: http://www.geocities.com/jifodus/nanofortress.zip

It's been designed to work with v0.28.181.39c and later. If it detects the map finder in v0.28.181.39d and later, it will attempt to patch that as well.

It is possible that it will work with earlier versions, however, it's largely untested.

Also, before anyone says they see sky on the fortress overview map on a 1x1 fortress, I'll say that Dwarf Fortress wasn't originally intended to run on 1x1 local area maps hence there will be unexpected, possibly disasterous or possibly hilarious consequences.


Vista eats RAM, its a bad idea to install it on an old laptop.
However I have a decent computer with 64bit Vista, and its faster than XP. :)

I have a laptop with both XP and Vista, and just wanted to point out that in XP I get silky smooth 100FPS up to about maybe 50-60 dwarfs.  However, if I play on my Vista installation, I get 3 FPS.  At the title screen.  Managing to exit the game is difficult, no way I'm trying to generate a map.
Title: Re: Nano Fortress
Post by: Markham on July 25, 2008, 04:02:16 pm
Holy crap.  I just embarked in a flat 1x1 with a brook, temp and weather off, and the FPS floats between 900-1300.   :o

[Edit] Started mining out an entire Z-Level, and now it ranges around 500-800.

[Another edit] Rhesus macaques attacked, so I recruited everyone.  Frame rate dropped to 200-400 as they all pathed their frenzied destruction, got back to 400-700 when just the occasional groundhog/Cougar/Wolf spawned every few seconds after the mob rips the last ones apart.  1x1 maps fill with animal body parts rather quickly.
Title: Re: Nano Fortress
Post by: puke on July 25, 2008, 05:12:19 pm
wow, this is epic.  no, wait, the opposite of that.  but dont get me wrong, its GOOD!

Imagine that 1x1 tile being on a caldera.  or a bottomless pit.  or on one of those light-blue lbs symbols.  think of building a fort on a spot like that!  think of meeting those challenges without the resources of outlying areas! think of fighting off seiges without some map space between you and them!

this is the new hardcore.
Title: Re: Nano Fortress
Post by: Aqizzar on July 25, 2008, 05:33:43 pm
(http://img410.imageshack.us/img410/5590/newbitmapimagenp4.png)

That's the whole dang map.  This is great, excellent tool for crappy computers or people looking for a new challenge.

I thought about looking for a magma pipe in a square with an aquifer and two things hit me.  One, I'm seriously addicted to map features.  And two, where would I put the fortress?
Title: Re: Nano Fortress
Post by: Torak on July 25, 2008, 05:35:37 pm
I thought about looking for a magma pipe in a square with an aquifer and two things hit me.  One, I'm seriously addicted to map features.  And two, where would I put the fortress?


I guess a map that small is an exercise is Z level efficiency.


I could never use a map that small, since it's been ingrained into me to make most of my fort on a single level since the older 2d versions.
Title: Re: Nano Fortress
Post by: Mr.Person on July 25, 2008, 06:13:58 pm
I thought about looking for a magma pipe in a square with an aquifer and two things hit me.  One, I'm seriously addicted to map features.  And two, where would I put the fortress?


I guess a map that small is an exercise is Z level efficiency.


I could never use a map that small, since it's been ingrained into me to make most of my fort on a single level since the older 2d versions.

The best way to drop that habit is to force it so you can't spread out. I recommend you play a 1x1 map.

They're so TINY and CUTE, like pocket worlds! I can see it now; a pocket world taken up 100% by 1x1 fortresses.
Title: Re: Nano Fortress
Post by: Aqizzar on July 25, 2008, 06:24:05 pm
Don't embark in a evil area like I did up there.  Or any area with badass wild-er-life.

The map keeps spawning new stuff as fast as I re-kill it, and it's naturally right next to everybody.  It's game-day 2 and my woodcutters are taking on the fourth wave of zombie deer.  They've already beat up my dogs.
Title: Re: Nano Fortress
Post by: Theoclymenus on July 25, 2008, 07:19:43 pm
This sounds like genius. What about mining out large amounts of the stone below and building tall towers? That's even more space efficient!
Title: Re: Nano Fortress
Post by: ChairmanPoo on July 25, 2008, 07:38:00 pm
I was doing the tower thing in a 4x4 map. Likely will keep doing the tower thing in this other one.

See, I want to built dwarven Trantor.
Title: Re: Nano Fortress
Post by: Doppel on July 25, 2008, 09:10:16 pm
Yesyesyes, thank you, thank you so very much. Can't wait to try it out.

Edit: THIS IS PURE GENIUS! Again, thank you.
Title: Re: Nano Fortress
Post by: wallish on July 25, 2008, 09:10:23 pm
Don't embark in a evil area like I did up there.  Or any area with badass wild-er-life.

The map keeps spawning new stuff as fast as I re-kill it, and it's naturally right next to everybody.  It's game-day 2 and my woodcutters are taking on the fourth wave of zombie deer.  They've already beat up my dogs.

You say all that like it's a bad thing!  Apparently this is the best way to do a Zombie Apocalypse simulation in DF!  How long can you survive the horde of flesh-eating undead trying to get to your precious braiiiiins?
Title: Re: Nano Fortress
Post by: Abyss on July 25, 2008, 09:22:28 pm
The question is really, how long can you survive the hoary marmots and mountain goats?! Page and page and page and page and page of dead marmots and goats, from two hunters. It's been a month.

This is awesome, though, seriously.
Title: Re: Nano Fortress
Post by: Duke 2.0 on July 25, 2008, 09:23:08 pm
 Even better: Up their herd numbers and watch the carnage. Heck, just make a bunker-like structure with lots of holes to shoot out of and imagine it as an invasion.

 This makes it even easier to make a layer of floors covering the sky and constructing an orbital bombardment device. Or pumping magma up there.
Title: Re: Nano Fortress
Post by: KaelGotDwarves on July 25, 2008, 09:24:31 pm
Sir: you are a legend.

 ;D

EDIT: Post this shiat to the wiki
Title: Re: Nano Fortress
Post by: Anu Necunoscut on July 25, 2008, 10:44:03 pm
I must say this is a super cool idea, leading to interesting challenges!  Kudos!

Was the bug/feature ever addressed wherein wildlife eventually stops spawning altogether?  The endless critter invasions might stop if that happens.  One of my forts in 38c had this happen--no new wildlife, no more puppies from my dogs, yet cow calves were born once I slaughtered about half my stock.  That whole fort was a mess though--fell prey to yet another bug, wherein building an inaccesible depot and deconstructing it to build a fresh one a year later caused the departure of all caravans/liaisons to generate HUGE lag.  Drops from 30 FPS to 1.  :-(
Title: Re: Nano Fortress
Post by: folo4 on July 25, 2008, 10:56:15 pm
oh guys, 1x1?

it is now IMPOSSIBLE to get HFS now.
Title: Re: Nano Fortress
Post by: Abyss on July 25, 2008, 11:08:39 pm
oh guys, 1x1?

it is now IMPOSSIBLE to get HFS now.

Oh Really?

Spoiler (click to show/hide)

Addendum: The initial 7 dwarves fell rather quickly to the tentacle demons. The reclaim party of 70 dwarves, however, managed to take down 30 tentacle demons and one normal demon; only 57 dwarves left, but the demons seem to have stopped.

Time to visit as an adventurer :D

Got me down to, oh, 40 FPS on a 1x1 map, no brook or magma or anything other than the Pits and 100 creatures duking it out... AMD 5400+ X2 processor... that's a lot of fighting!
Title: Re: Nano Fortress
Post by: Rawl on July 26, 2008, 12:00:24 am
Truly a work to behold! Now I've gone and started a fort consisting of a little hole with walls and the whole, "No one in but us!" mentality with my starting band. Although I probably should have started in a spot with an underground pond, but there's always a next time.

A THOUSAND THANKS!
Title: Re: Nano Fortress
Post by: Jude on July 26, 2008, 12:00:57 am
What's HFS?
Title: Re: Nano Fortress
Post by: Neskiairti on July 26, 2008, 12:11:38 am
oh man.. that is just awesome..
Title: Re: Nano Fortress
Post by: Rawl on July 26, 2008, 12:22:38 am
What's HFS?
Hidden Fun Stuff.
Title: Re: Nano Fortress
Post by: A_Fey_Dwarf on July 26, 2008, 12:58:55 am
Don't embark in a evil area like I did up there.  Or any area with badass wild-er-life.

The map keeps spawning new stuff as fast as I re-kill it, and it's naturally right next to everybody.  It's game-day 2 and my woodcutters are taking on the fourth wave of zombie deer.  They've already beat up my dogs.

I just did this, my fort lasted about a month before being torn a part by skeletal elks and zombie muskoxen. It was awesome. My wagon parked right on top of 4 zombie muskoxen, luckily I had three axedwarves, 2 miners and about 15 war dogs. After the first battle, casulties numbered one axedwarf and 4 dogs. Then instantly after i had killed the last muskoxen, 5 skelks came charging at me. We won the second battle as well with my axedwarves doing a good job, however now all of my starting dwarves except a miner were injured or dead. I survived a little longer, digging myself in. However the wounded dwarves were getting thirsty, so I needed to venture out again to channel some water from the brook into a well. I waited for the opportune moment where there were only 4 normal camels wandering around. I opened the drawbridge letting out my miner to dig the channel. Just as she had finished digging the channel, 5 more zombie muskoxen rampaged in killing my last uninjured dwarf.
Title: Re: Nano Fortress
Post by: Tiler on July 26, 2008, 01:17:20 am

That's the whole dang map.  This is great, excellent tool for crappy computers or people looking for a new challenge.

I thought about looking for a magma pipe in a square with an aquifer and two things hit me.  One, I'm seriously addicted to map features.  And two, where would I put the fortress?

Build an obsidian tower, making new obsidian with lava + water.
Title: Re: Nano Fortress
Post by: Doppel on July 26, 2008, 05:31:27 am
Has anyone embarked on a mainriver yet? Preferably sinister, lololol.
Title: Re: Nano Fortress
Post by: Tormy on July 26, 2008, 07:59:57 am
Since I play on a 4+ year old, crappy laptop and I installed Vista on it; I need all the performance boosting I can get.

Therefore opening up those 1x1 fortresses for your convenience: http://www.geocities.com/jifodus/nanofortress.zip

It's been designed to work with v0.28.181.39c and later. If it detects the map finder in v0.28.181.39d and later, it will attempt to patch that as well.

It is possible that it will work with earlier versions, however, it's largely untested.

Also, before anyone says they see sky on the fortress overview map on a 1x1 fortress, I'll say that Dwarf Fortress wasn't originally intended to run on 1x1 local area maps hence there will be unexpected, possibly disasterous or possibly hilarious consequences.


Vista eats RAM, its a bad idea to install it on an old laptop.
However I have a decent computer with 64bit Vista, and its faster than XP. :)

I have a laptop with both XP and Vista, and just wanted to point out that in XP I get silky smooth 100FPS up to about maybe 50-60 dwarfs.  However, if I play on my Vista installation, I get 3 FPS.  At the title screen.  Managing to exit the game is difficult, no way I'm trying to generate a map.

Like Ive said dont instal Vista on a crappy comp. However if you have a decent comp like me, Vista is faster than XP.
Title: Re: Nano Fortress
Post by: Idiom on July 26, 2008, 02:29:25 pm
Is it just me, or are there no aquifers when embarking 1X1? I want a 1x1 with an aquifer, but whenever I embark on a 1x1 area the embark screen claims has an aquifer, I find no aquifer.
Title: Re: Nano Fortress
Post by: Magnnus on July 26, 2008, 07:49:51 pm
This makes it even easier to make a layer of floors covering the sky and constructing an orbital bombardment device. Or pumping magma up there.
Ohh my, it seems that you came up with exactly the same idea that I've wanted to try for a long time. I attempted this on a 6x6 map, but needless to say I didn't get very far.
Title: Re: Nano Fortress
Post by: Draco18s on July 26, 2008, 09:35:17 pm
Is it just me, or are there no aquifers when embarking 1X1? I want a 1x1 with an aquifer, but whenever I embark on a 1x1 area the embark screen claims has an aquifer, I find no aquifer.

Hmm...if this is true you could 1x1 and dig down, building walls to keep out the non-existent aquifer, then embark again as a 2x2 with the 1x1 as one tile, voila, instant penetration!
Title: Re: Nano Fortress
Post by: Aqizzar on July 27, 2008, 12:03:46 am
Update because I feel like it.

I warned against starting in a terrifying area, but I didn't listen to my advice.  I even Embark Now!-ed just so I could get that screenshot, because I didn't plan on staying.  But now I've resolved to ride this fort out to the bitter end, with the endless waves of zombies, crappy supply situation, and seven feckless near-peasents.  It's been one month and there's 23 dead creatures in my unit list, not including the dog whose luck ran out.  The only reprieve was when a live fox filled up the "wildlife buffer" for a little while.

You want a hardcore fortress?  Start a nanofort in a terrifying biome.  Zombie apocolypse in a closet.
Title: Re: Nano Fortress
Post by: Neskiairti on July 27, 2008, 12:32:11 am
i do hope toady takes this idea to heart.. 1x1 starting area is awesome
Title: Re: Nano Fortress
Post by: Markham on July 27, 2008, 01:48:46 am
You want a hardcore fortress?  Start a nanofort in a terrifying biome.  Zombie apocolypse in a closet.

That sounds easier than the haunted/terrifying areas I kept getting.  Two of my starting dwarves were Axedwarfs with 6 war dogs, but the seven of them just couldn't hold up against the constant barrage of harpies, alligators, beakdogs and occasional grimeling.  The 'gators were the only relief, and I thought they'd stay away but one swam under the fortifications, wandered down into my fortress five levels below, and ripped out my miner's throat.  After killing everyone but a crippled beakdog survivor (the gator ran past him a few times, but didn't seem interested in murdering him for some reason) it finally wandered out of the fortress and left.
Title: Re: Nano Fortress
Post by: Skanky on July 27, 2008, 04:45:31 am
I had 3 hammerdwarves and 1 axedwarf patrolling while my other 3 dwarves build stuff. Surprisingly, they lasted quite a while against the endless hordes. Eventually I think they just got tired, and so ended up dying.

I think to survive in such an area, you need to channel out around your starting area and let your military have some respite. That and not start near skeletal horses. That expedition didn't survive too long at all.
Title: Re: Nano Fortress
Post by: RedWick on July 27, 2008, 08:17:36 am
I think 1x1 just created a new playstyle:  Survival Mode.
Title: Re: Nano Fortress
Post by: Ezuku on July 27, 2008, 08:56:02 am
Having such a vertically orientated fort will really cause the broken vertical pathfinding to mess things up.
Title: Re: Nano Fortress
Post by: SHAD0Wdump on July 27, 2008, 11:07:13 am
Goblins...
Title: Re: Nano Fortress
Post by: Zai on July 27, 2008, 12:00:31 pm
Quote from: RedWick
I think 1x1 just created a new playstyle:  Survival Mode.

Quite true.

I'll try it out. Sounds awesome. And then some. Like a bag full of chips. Or, perhaps, a bag full of zombies.
Title: Re: Nano Fortress
Post by: Christes on July 27, 2008, 02:45:46 pm
Update because I feel like it.

I warned against starting in a terrifying area, but I didn't listen to my advice.  I even Embark Now!-ed just so I could get that screenshot, because I didn't plan on staying.  But now I've resolved to ride this fort out to the bitter end, with the endless waves of zombies, crappy supply situation, and seven feckless near-peasents.  It's been one month and there's 23 dead creatures in my unit list, not including the dog whose luck ran out.  The only reprieve was when a live fox filled up the "wildlife buffer" for a little while.

You want a hardcore fortress?  Start a nanofort in a terrifying biome.  Zombie apocolypse in a closet.

hmm I did that, and all I got was groundhogs :(
Title: Re: Nano Fortress
Post by: Bask on July 27, 2008, 06:00:33 pm
Thank you, thank you, thank you, squee yeah at last mmm!

Question: is it possible to make a utility that turns off checking if embark is allowed or not (i.e., for mountain only fortresses, beaches that count towards ocean biome).
Title: Re: Nano Fortress
Post by: Haven on July 27, 2008, 06:51:12 pm
Heh... I already build in Z-Levels. This shall be an awesome FPS-saver.
Title: Re: Nano Fortress
Post by: DwarfMan69 on July 27, 2008, 06:58:48 pm
Has anyone embarked on a mainriver yet? Preferably sinister, lololol.

I embarked on a main river once. I only had 50 fps with the original 7, and my wagon got dropped right on top of the bridge. After realizing that I was doomed to die of FPS issues, I removed parts of the bridge and everybody died in a glorious cave-in(to the waters below)
Title: Re: Nano Fortress
Post by: Dadamh on July 27, 2008, 07:58:36 pm
Thank you, thank you, thank you, squee yeah at last mmm!

Question: is it possible to make a utility that turns off checking if embark is allowed or not (i.e., for mountain only fortresses, beaches that count towards ocean biome).

Yah, run a search for "Embark Anywhere" and you'll find it.
Title: Re: Nano Fortress
Post by: Dadamh on July 27, 2008, 08:20:57 pm
Haha!  I just embarked into a 1x1 in a "peak" square, on top of a bottomless pit.  The thing just burped magma and it all went running down the small hill into my wagon.  Shortest fort ever!
Title: Re: Nano Fortress
Post by: Bask on July 27, 2008, 08:29:21 pm
Yah, run a search for "Embark Anywhere" and you'll find it.

Thanks, now I feel stupid for not checking the wiki.
Title: Re: Nano Fortress
Post by: Jifodus on July 27, 2008, 08:37:12 pm
Wow. When I wrote this, I didn't expect the fun-losing-factor to be so great. And yeah, embark & this can work together.
Title: Re: Nano Fortress
Post by: Dadamh on July 27, 2008, 08:41:20 pm
Wow. When I wrote this, I didn't expect the fun-losing-factor to be so great. And yeah, embark & this can work together.

The smallest (heh) changes can be a lot of fun.  Even if it's partially just a "HAHA I SHOULDN'T BE ABLE TO DO THIS LOL" sort of thing.
Title: Re: Nano Fortress
Post by: Skanky on July 27, 2008, 08:49:16 pm
I like the changes we need to make to accomodate a fortress in such a small space. Like building our fort around the magma pool for instance. Its difficult to put the dorfs beds 16 tiles away from any mining activity however.
Title: Re: Nano Fortress
Post by: Draco18s on July 28, 2008, 01:36:03 am
Yah, run a search for "Embark Anywhere" and you'll find it.

Thanks, now I feel stupid for not checking the wiki.

Now you can thank me for adding it to the wiki.  :)
Title: Re: Nano Fortress
Post by: Dadamh on July 28, 2008, 06:02:18 am
I like the changes we need to make to accomodate a fortress in such a small space. Like building our fort around the magma pool for instance. Its difficult to put the dorfs beds 16 tiles away from any mining activity however.

Wait, people do this?

My bedrooms are always right under the workshops.

Eating a plump helmet in the heavily-engraved dining room makes them forget all about the crappy sleep.
Title: Re: Nano Fortress
Post by: ChairmanPoo on July 28, 2008, 07:34:29 am
I tend to make a big room which serves as sparring place, sleeping çuarters, food storage, and crop field. Oddly, I dont get many tantrums despite my habit of getting casualties due to less than safe earthworks..
Title: Re: Nano Fortress
Post by: Skanky on July 28, 2008, 06:25:52 pm
Wait, people do this?

My bedrooms are always right under the workshops.

Eating a plump helmet in the heavily-engraved dining room makes them forget all about the crappy sleep.
If the dwarves are have crappy sleeps, they are that much closer to becoming unhappy, bezerk dwarves. I would sooner designate over there rather than over here and effectively give them all a happiness boost.
Title: Re: Nano Fortress
Post by: Doppel on July 28, 2008, 06:43:00 pm
Has anyone embarked on a mainriver yet? Preferably sinister, lololol.

I embarked on a main river once. I only had 50 fps with the original 7, and my wagon got dropped right on top of the bridge. After realizing that I was doomed to die of FPS issues, I removed parts of the bridge and everybody died in a glorious cave-in(to the waters below)

Haha, yea, my embarking on a mainriver resulted in having no wagon (i think) because there only was a 1 tile wide ledge on the right side of the map, wich isn't even diggable, worse is that the mainriver was filled with hippos, worse then that is that a herd of elephants decided to visit my one second old fortress, worse then that is that if i would have somehow survived utter destruction, there wasn't even a layer beneath the river to dig into, if i could have reached it to there. Due to a bug most likely.
In retrospect, this map consisted of 1) water, 2) a inpenetrable ledge, 3) a herd of hippos, 4) a herd of elephants, 5) the void. Awesome.  ;D
Title: Re: Nano Fortress
Post by: Alfador on July 29, 2008, 12:32:11 pm
sleeping çuarters,

...How the heck did you typo THAT?!
Title: Re: Nano Fortress
Post by: Doppel on July 29, 2008, 12:35:06 pm
He wasn't sure about using a "c" or a "q" i guess.
Title: Re: Nano Fortress
Post by: Draco18s on July 29, 2008, 01:16:31 pm
"ç" is a soft "s" sound though...
Title: Re: Nano Fortress
Post by: Aqizzar on July 29, 2008, 02:02:13 pm
All the same, that's the equivalent of hitting 4 and 5 really quick and to dial 9.
Title: Re: Nano Fortress
Post by: ChairmanPoo on July 29, 2008, 02:50:39 pm
I broke my "q" key, and thus had to make do with "ç" as an alternative. (This situation is going to make me universally known, in the end...)

I think it´s supposed to be a "z" sound in ... Portuguese, or Catalonian. (Both, I think)
Title: Re: Nano Fortress
Post by: penguinofhonor on July 29, 2008, 03:02:21 pm
I think it´s supposed to be a "z" sound in ... Portuguese, or Catalonian. (Both, I think)

Isn't "ç" french?
Title: Re: Nano Fortress
Post by: Neskiairti on July 29, 2008, 03:33:02 pm
UTF-8 says its turkish
Title: Re: Nano Fortress
Post by: penguinofhonor on July 29, 2008, 03:34:57 pm
Wikipedia (http://en.wikipedia.org/wiki/%C3%87) says it's a whole bunch of different things.
Title: Re: Nano Fortress
Post by: LeoLeonardoIII on July 29, 2008, 05:28:26 pm
Wikipedia (http://en.wikipedia.org/wiki/wikipedia) says (http://en.wikipedia.org/wiki/koosh_ball) a (http://en.wikipedia.org/wiki/Kuch_Meetha_Ho_Jaye) lot (http://en.wikipedia.org/wiki/Uncyclopedia) of (http://en.wikipedia.org/wiki/48_Hours_of_Hallucinatory_Sex) things (http://en.wikipedia.org/wiki/Melantho). (http://en.wikipedia.org/wiki/Inedia)

EDIT: Trying this out, definitely. Should be interesting to see how wealthy you can get.
However, since strange moods and thus artifacts are limited by excavation, you would maximize wealth by maximizing excavation, on an enormous glacial map let's say.
Title: Re: Nano Fortress
Post by: cowofdoom78963 on July 30, 2008, 12:39:28 am
Woah! Now with this Dwarf fortress is going TOO fast and I cant keep up with them! Its so alien and strange that I think that the game needs a slow button.

But those stupid horses and groundhogs that dont even attack my dwarves are causing annoying pointless suspensions.

Title: Re: Nano Fortress
Post by: SHAD0Wdump on July 30, 2008, 12:45:52 am
Dude,learn to appreciate that lull in the chaos,otherwise if you really feel you don't like it,just set your military squads to 'kill all wildlife' rather than only 'kill wildlife if necessary'.
Title: Re: Nano Fortress
Post by: cowofdoom78963 on July 30, 2008, 01:52:35 am
I got my woodcutter hunting them, the whole area is covered in blood bones and rotting corpses. The butchers shop is purple clutered.

Its not that big of a problem but he can only kill them so fast before a groundhog walks by the guy building a wall causing him to run away crying.

I think I will just stick to narrow fortresses rather then the small one
Title: Re: Nano Fortress
Post by: Draco18s on July 30, 2008, 02:00:50 am
Just did a nano-embark-anywhere-bottomless-pit and had the shortest game ever, the bug-magma killed the 7 nearly instantly.
Title: Re: Nano Fortress
Post by: Earthquake Damage on July 30, 2008, 12:27:05 pm
I'm pretty sure I recall seeing Toady post, once upon a time, that the artifact cap is numtilesmined/(48*48)+numitemscreated/100.  I'm not sure if the items created only counts crafts or if harvest plump helmets count.  I'm also not sure if it's simply "number created" or "number created and still present on the map."

Oh, and that's created as in created by your dwarves.  Imports don't count.

That's what I remember, anyway.  I could be making stuff up.
Title: Re: Nano Fortress
Post by: SHAD0Wdump on July 30, 2008, 01:31:36 pm
We really need to be able to control animal spawning so we don't have to confine ourselves to these tiny shoe boxes.

Or make these tiny shoe boxes that much more awesome.
Title: Re: Nano Fortress
Post by: LeoLeonardoIII on July 30, 2008, 01:32:50 pm
I thought it was based on tiles mined or items created, whichever was lower at the time. This ... changes things.
Title: Re: Nano Fortress
Post by: Kanil on July 30, 2008, 03:54:02 pm
Just did a nano-embark-anywhere-bottomless-pit and had the shortest game ever, the bug-magma killed the 7 nearly instantly.

Did you get a movie of it?
Title: Re: Nano Fortress
Post by: Draco18s on July 30, 2008, 03:56:08 pm
Just did a nano-embark-anywhere-bottomless-pit and had the shortest game ever, the bug-magma killed the 7 nearly instantly.

Did you get a movie of it?

No, but I could do it again.

Edit: I seem to be having trouble finding a pit.  I keep getting maps without pits...
Title: Re: Nano Fortress
Post by: Earthquake Damage on July 30, 2008, 04:26:04 pm
I thought it was based on tiles mined or items created, whichever was lower at the time. This ... changes things.

Whoa!  Don't take my word as absolute truth, here.  I'm just going by memory.  It'd be best if someone (willing to spend the time) could find the post in question.
Title: Re: Nano Fortress
Post by: Draco18s on July 30, 2008, 05:46:24 pm
Ok, here it is.  Had to regen the world and embark at the same location.
http://mkv25.net/dfma/movie-701-shortestfortever
Title: Re: Nano Fortress
Post by: Kanil on July 30, 2008, 10:03:25 pm
I found that extremely satisfying to watch. Thank you.
Title: Re: Nano Fortress
Post by: Cave King on July 30, 2008, 10:29:52 pm
1x1 would run too fast to micromanage the dwarfs would be ripping space and time moving so fast.
Large Dwarf Collider :o
Title: Re: Nano Fortress
Post by: Draco18s on July 30, 2008, 11:06:26 pm
I found that extremely satisfying to watch. Thank you.
Ah, I wish it had been centered on the dwarves, but yes, it is funny. :)
Title: Re: Nano Fortress
Post by: cowofdoom78963 on July 31, 2008, 12:31:23 am
Those poor dwarves, I wonder what was going threw their head at the time.
Title: Re: Nano Fortress
Post by: dreiche2 on July 31, 2008, 02:57:01 am
Lava?
Title: Re: Nano Fortress
Post by: cowofdoom78963 on July 31, 2008, 03:19:53 am
Lava?
err... before that
Title: Re: Nano Fortress
Post by: Emperor_Jonathan on July 31, 2008, 04:26:07 am
I started a nano fortress on a volcano (1x1) literally NO room to build, so I just quit.
Title: Re: Nano Fortress
Post by: Doppel on July 31, 2008, 05:23:17 am
That is by far the fastest i have seen a fortress die, funny how your reclaim party managed to stay alive though, maybe you could'v even made a fortress out of it (wich without water would have been pretty damn hard)
Title: Re: Nano Fortress
Post by: Draco18s on July 31, 2008, 08:08:22 pm
That is by far the fastest i have seen a fortress die, funny how your reclaim party managed to stay alive though, maybe you could'v even made a fortress out of it (wich without water would have been pretty damn hard)

I tried, but the magma was causing cancelations left and right and I didn't get any farms built before everyone expired.
Title: Re: Nano Fortress
Post by: Nomadic on August 03, 2008, 02:42:01 am
I downloaded this and tried it out. It worked at first but now it has totally screwed dwarf fortress up.

I will play for awhile and then an error message pops up that says "NEMESIS UNIT LOAD FAILED" and then it shuts DF down. I tried unpatching it and that did nothing. Removing dwarf fortress and reinstalling it didn't work either. How do I fix this?

Update: I have tried moving directories around and using older versions of DF. Nothing works and I think that this constitutes a serious bug that needs to be fixed immediately as I cannot play DF at all thanks to it.
Title: Re: Nano Fortress
Post by: Jifodus on August 03, 2008, 03:13:23 am
Nomadic: It shouldn't be caused by this utility. Did DF at any time abnormally exit (e.g. crashed, task manager to kill it)?

Anyway, the solution should be to delete the save folder; that happens when one of the unit files part of the save got corrupted. If it persists after you've removed all the saves, then come back.
Title: Re: Nano Fortress
Post by: Dadamh on August 03, 2008, 08:17:29 am
I downloaded this and tried it out. It worked at first but now it has totally screwed dwarf fortress up.

I will play for awhile and then an error message pops up that says "NEMESIS UNIT LOAD FAILED" and then it shuts DF down. I tried unpatching it and that did nothing. Removing dwarf fortress and reinstalling it didn't work either. How do I fix this?

Update: I have tried moving directories around and using older versions of DF. Nothing works and I think that this constitutes a serious bug that needs to be fixed immediately as I cannot play DF at all thanks to it.

Since all this program does is edit a memory bit or two, rebooting should fix anything caused by it.

You did reboot, right?
Title: Re: Nano Fortress
Post by: MMad on August 03, 2008, 08:44:59 am
Ok, here it is.  Had to regen the world and embark at the same location.
http://mkv25.net/dfma/movie-701-shortestfortever

"The Spike of Drills

Temperature: Warm"
Title: Re: Nano Fortress
Post by: penguinofhonor on August 03, 2008, 10:12:24 am
I just realized that this lets us make 10×1 fortresses. If you can do a 3×3, you can do a 10×1.

Now to build the Great Wall of <insert civ name here>.
Title: Re: Nano Fortress
Post by: Dadamh on August 03, 2008, 10:23:56 am
I just realized that this lets us make 10×1 fortresses. If you can do a 3×3, you can do a 10×1.

Now to build the Great Wall of <insert civ name here>.

The civ name is always the problem.  It's hard to be in awe of something like "The Great Wall of The Dappled Peaches"
Title: Re: Nano Fortress
Post by: Neskiairti on August 03, 2008, 11:12:32 am
dont make it the civ name.. make it the fortress name :P
"The Great Wall of Skull Intercoursed of Wagons"
Title: Re: Nano Fortress
Post by: Nomadic on August 03, 2008, 03:04:33 pm
Quote from: Jifodus
Nomadic: It shouldn't be caused by this utility. Did DF at any time abnormally exit (e.g. crashed, task manager to kill it)?

Anyway, the solution should be to delete the save folder; that happens when one of the unit files part of the save got corrupted. If it persists after you've removed all the saves, then come back.

Nope it never crashed on me or existed badly. I would really rather not delete all my saves as I put alot of work into them. I will relocate them and open a new game and see what happens.

Quote from: Dadamh
Since all this program does is edit a memory bit or two, rebooting should fix anything caused by it.

You did reboot, right?

This has been going on over several days (and I shut down my computer every night).
Title: Re: Nano Fortress
Post by: Angellus on August 03, 2008, 03:12:22 pm
Since I play on a 4+ year old, crappy laptop and I installed Vista on it; I need all the performance boosting I can get.

Therefore opening up those 1x1 fortresses for your convenience: http://www.geocities.com/jifodus/nanofortress.zip

It's been designed to work with v0.28.181.39c and later. If it detects the map finder in v0.28.181.39d and later, it will attempt to patch that as well.

It is possible that it will work with earlier versions, however, it's largely untested.

Also, before anyone says they see sky on the fortress overview map on a 1x1 fortress, I'll say that Dwarf Fortress wasn't originally intended to run on 1x1 local area maps hence there will be unexpected, possibly disasterous or possibly hilarious consequences.


Vista eats RAM, its a bad idea to install it on an old laptop.
However I have a decent computer with 64bit Vista, and its faster than XP. :)
XP32 or XP64bit version?
Title: Re: Nano Fortress
Post by: Nomadic on August 03, 2008, 07:37:02 pm
Well I deleted my saves and it is working again. I found one of my backups I had made and it seems to be working fine. I just wish I knew what caused it.
Title: Re: Nano Fortress
Post by: sorbius on August 04, 2008, 09:38:02 am
1x1 would run too fast to micromanage the dwarfs would be ripping space and time moving so fast.
Large Dwarf Collider :o

that's why there's an FPS cap in the init, set to 100 by default.
Title: Re: Nano Fortress
Post by: PTTG?? on August 04, 2008, 11:01:07 am
combine this with the new adjustable screen sizes and you will be able to see the entire map at once!
Title: Re: Nano Fortress
Post by: penguinofhonor on August 04, 2008, 11:11:24 am
combine this with the new adjustable screen sizes and you will be able to see the entire map at once!

Awesome. But I hope Toady makes sure that there are no bugs when your screen is bigger than the map.
Title: Re: Nano Fortress
Post by: betamax on August 07, 2008, 04:31:59 am
1x1 would run too fast to micromanage the dwarfs would be ripping space and time moving so fast.
Large Dwarf Collider :o
Elf: Surely you mean small dwarf collider? Ho ho!
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 07, 2008, 06:26:58 am
can you have a magma pipe and a brook on a 1*1?
Title: Re: Nano Fortress
Post by: Duke 2.0 on August 07, 2008, 07:11:41 am
can you have a magma pipe and a brook on a 1*1?

 Every pipe I've had on a nano fortress has been underground. It's the brook the poses problems. I hope I an find a map where it just barely scraches one of the corners.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 07, 2008, 09:10:58 am
anyway it can be replaced with aquifire just it is less fun and it have less fish in it ...
i think i will try to make a nice fort once on a nano ... it migth be abel to run smoth even if i will have mor then 50 dwarfs :D economy beware i am comming ...
Title: Re: Nano Fortress
Post by: LeoLeonardoIII on August 07, 2008, 12:50:14 pm
Enjoy having an economy based on throwing vomit at each other and gnawing on grubs, because you sure won't find a lot of metal for coins in one tile!

BTW did Toady ever fix the single-coin-stack problem where people would haul around one coin at a time and the coins would fill up the forges?
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 07, 2008, 01:43:19 pm
to be honest i alredy done many(3) fortress withouth mining just obsidian farm -> stone based economy and i liked this type of challange ... with trade i got many metals and all type of gems too within a few years ...
Title: Re: Nano Fortress
Post by: Draco18s on August 07, 2008, 03:23:24 pm
can you have a magma pipe and a brook on a 1*1?

No.  Every feature takes up the whole tile, even a SE flowing river zig-zags to stay entirely within one tile.
Title: Re: Nano Fortress
Post by: Lightning4 on August 07, 2008, 03:53:31 pm
I tried having some fun by setting my FPS cap to an absurd amount, then embarking on a totally flat map with no temperature or weather. My FPS was in the realm of ridiculous, 1k-2k range.

First go around I forgot to removed the [SPEED:0] tag from my dwarves. They were so damned fast I didn't even see them moving at all. They'd be at one spot, then a split second later they'd be on the other side of the map, surrounded by a batch of freshly killed undead animals. By the time I decided to change my speed (and stop since the aquifer was impenetrable, not enough trees or dwarves to make pumps), the entire outside edge of the map was covered with corpses, bones, and blood.


Even normal speed dwarves fly along the map at warp speed.
Title: Re: Nano Fortress
Post by: Asehujiko on August 08, 2008, 02:08:17 am
Setting their speed to 0 allows them to teleport afaik so it's only logical you can't see them move. It also makes them nigh invincible in combat because they can get in about 1000 hits before the enemy is able to do anything at all.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 08, 2008, 02:50:57 am
cant we just set one dwarf to speed 0? we could call then superman and make him a westler :D so he could kill all monsta comming in ...
and back to the subject,
do you thinki it is possible to make a rich dwarfen economy system based on forges by using only traded ores to make metal, so we could make a one tile forge colony...
Title: Re: Nano Fortress
Post by: the_taken on August 08, 2008, 12:14:00 pm
cant we just set one dwarf to speed 0? we could call then superman and make him a westler :D so he could kill all monsta comming in ...
and back to the subject,
do you thinki it is possible to make a rich dwarfen economy system based on forges by using only traded ores to make metal, so we could make a one tile forge colony...

Yes.

Chronicle your deffort here: DF Community Games & Stories (http://www.bay12games.com/forum/index.php?board=14.0)
Or even start a succesion game. Call it Metal Pin of Dancing Angels or something.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 11, 2008, 09:13:02 am
how much tile is a nano fortress (i mean ok it is 1*1 but how many small tiles makes it?)
Title: Re: Nano Fortress
Post by: Glacies on August 11, 2008, 09:44:35 am
(I think) 48x48, and 48 up and down if the map if flat. But you can't use the edge tile.

If I do some more calculating, I could work out how large any given map is, and then give a rough estimate of stone/wood units...hmm....
Title: Re: Nano Fortress
Post by: Draco18s on August 11, 2008, 11:06:30 am
There are 5 unbuildable tiles too, so your trade depot needs to be almost in the middle of the map.  When I attempted a 1x1 bottomless pit the depot had to be entirely supported by constructions.

Everyone starved to death on that map.  Damn all that magma that blorped out the top.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 12, 2008, 08:40:28 am
wich are after you interesting nano fortress places, withouth making it imposible to survive?
Title: Re: Nano Fortress
Post by: Draco18s on August 12, 2008, 02:09:49 pm
wich are after you interesting nano fortress places, withouth making it imposible to survive?

Huh?
Title: Re: Nano Fortress
Post by: the_taken on August 12, 2008, 02:14:30 pm
wich are after you interesting nano fortress places, withouth making it imposible to survive?

Huh?

What interesting places are you after that are not impossible to survive in?
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 12, 2008, 02:31:34 pm
i think i found it ;)
Title: Re: Nano Fortress
Post by: Draco18s on August 12, 2008, 05:55:21 pm
wich are after you interesting nano fortress places, withouth making it imposible to survive?

Huh?

What interesting places are you after that are not impossible to survive in?

Oh, a 1x1 bottomless pit IS survivable, you just have to get harvesting local plants, bring a lot of food, and set up some farms.  I haven't tried in 39f yet, but it should be doable.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 13, 2008, 01:01:43 am
i just made a magma pipe and i will build the habitations, trade centers from level one, some farms, obsidian farm glass making and any industries in the middle (the 2 not aquifier soil layers+ the surface)
and a big dongon and mausoleums in the downside.
i want to make it no imigrant's colonie, so just chields for more dwarf (i limited them too to not have a dwarf women with 10 kids in the same time)
i think it will be a peacfull but not too easy map, and i have just humans and dwarfs on the world so it can be fun too, no hippie elfs is cool (but i wont have exotic animals, and no goblins so i am obliged to trade for all metal/ore no narrow armor based forges. and i migth still have kobolds and magebeastes to come ...
Title: Re: Nano Fortress
Post by: Draco18s on August 13, 2008, 03:16:07 pm
Oh, a 1x1 bottomless pit IS survivable, you just have to get harvesting local plants, bring a lot of food, and set up some farms.  I haven't tried in 39f yet, but it should be doable.

Just after posting that I managed, holy of holys, to find a magma vent right next to a bottomless pit.  1x2 embark!

(Note: most bottomless pits are probably impossible due to the lack of soil layers AND other water sources--bring lots of animals!)
Title: Re: Nano Fortress
Post by: TimeOut on August 19, 2008, 06:15:03 am
I want to thank you for this great tool. I am currently playing a nano fortress in a haunted forest. Getting besieged by zombie deer from all sides and improving my z-level design skills, all in one.

Great idea and a great tool! :D
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 19, 2008, 06:19:50 am
for go on the botomless pit you needed a embark anywhere tool too? or isn't something like that wich let you embark in places you couldn't normaly?
Title: Re: Nano Fortress
Post by: Erom on August 19, 2008, 08:58:06 am
I love this utility. Trying desperately to get a palisade build while my military holds off wave after wave of Ogres = the most fun I've had with DF in a long time.
Title: Re: Nano Fortress
Post by: Draco18s on August 19, 2008, 10:44:16 am
for go on the botomless pit you needed a embark anywhere tool too?

Correct.  Bottomless pits only occur in mountain (local) tiles, so they are normally unembarkable alone.
Title: Re: Nano Fortress
Post by: Idiom on August 21, 2008, 10:16:51 pm
Hey! It still works with 40c! Same with the embark anywhere.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 22, 2008, 12:25:15 am
where is embark eniwhere haven't find its download place
Title: Re: Nano Fortress
Post by: Draco18s on August 22, 2008, 10:03:09 am
where is embark eniwhere haven't find its download place

http://www.dwarffortresswiki.net/index.php/Utilities#Embark_Anywhere
Title: Re: Nano Fortress
Post by: Jude on August 22, 2008, 04:55:09 pm
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?
Title: Re: Nano Fortress
Post by: Draco18s on August 22, 2008, 05:45:14 pm
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?

I don't believe so.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 24, 2008, 11:23:20 am
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?
but you can have aquifire AND magma pipe/pool ;)
Title: Re: Nano Fortress
Post by: Jay on August 24, 2008, 01:57:51 pm
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?
but you can have aquifire AND magma pipe/pool ;)
Aquifers aren't features.  They're types of rock.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 24, 2008, 02:10:54 pm
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?
but you can have aquifire AND magma pipe/pool ;)
Aquifers aren't features.  They're types of rock.
yes but they give water ...
Title: Re: Nano Fortress
Post by: Skanky on August 24, 2008, 06:14:23 pm
And the magma gives you an easy way through the aquifer!
Title: Re: Nano Fortress
Post by: Jay on August 24, 2008, 09:29:32 pm
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?
but you can have aquifire AND magma pipe/pool ;)
Aquifers aren't features.  They're types of rock.
yes but they give water ...
The original statement was made about features, not about water.
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on August 25, 2008, 12:41:35 am
I really want to try this both for the challenge and the FPS help.

So is it possible to have a feature that appears on the surface (brook) as well as one that appears underground (magma pipe/hfs/chasm) on the same tile?
but you can have aquifire AND magma pipe/pool ;)
Aquifers aren't features.  They're types of rock.
yes but they give water ...
The original statement was made about features, not about water.
yes but many people is looking for water+magma i think ... besides water i dont see brook's interess ...
Title: Re: Nano Fortress
Post by: Mohreb el Yasim on September 13, 2008, 06:52:37 pm
does nanofortress works with latest version?
Title: Re: Nano Fortress
Post by: Jude on September 13, 2008, 11:06:59 pm
Ahh yesss, I hadn't thought of the aquifer/magma thing. Interesting.


Idk about nano fortress but 3dwarf does not work with versions past 38c afaik...
Title: Re: Nano Fortress
Post by: Jifodus on September 14, 2008, 03:05:39 pm
does nanofortress works with latest version?
The best way to find out is to try. I designed the code to prefer to fail instead of screwing DF up (which I can't say won't happen, but just make it more unlikely).
Title: Re: Nano Fortress
Post by: Qmarx on December 18, 2008, 03:53:57 pm
Eep!  Just started a 40d nanofort on a magma pipe. 

!@$%@$% skeletal fire imps.

Well, I guess I have a chance for my "nobles do all the work" challenge...
Title: Re: Nano Fortress
Post by: James Sunderland on December 21, 2008, 01:38:44 pm
This is redundant...

Nano is Greek for dwarf.
Title: Re: Nano Fortress
Post by: GetAssista on January 04, 2009, 05:17:44 am
Seems like the utility stopped working in 40d wrt constant respawn of critters on a map?  :-\
I have a pleasant time on a 1x1 terrifying glacier after killing off initial skeletal sasquatches. It sucks
Title: Re: Nano Fortress
Post by: Mcshay on January 04, 2009, 10:54:52 am
As I understand it, that happens in all maps (possibly only on 40d). The creatures only have a set local population, making it possible to make them go 'extinct'.
Title: Re: Nano Fortress
Post by: Deon on January 04, 2009, 11:31:30 am
Wow, I missed it for some time... It makes a great 1x1 "adventurer abodes" - places where you can store your stuff since it's really small and items don't get scattered too far.
Title: Re: Nano Fortress
Post by: KaelGotDwarves on January 04, 2009, 01:15:46 pm
Yeah, besides embark anywhere, this is the other utility I'm really sad got borked by the new 40d(variable) versions :(

Hope we'll eventually have a new version.
Title: Re: Nano Fortress
Post by: Jifodus on January 06, 2009, 11:06:48 am
Yes, undoubtedly most of the tools got broken by the variable versions.  I believe most of the issues comes from using a different compiler.  I haven't spent time updating my tools for two reasons, one is that they are currently unstable and two I haven't been paying too much attention to these forums/devlog so I don't know if Toady One is planning on using Visual Studio 2008 for building the next versions of Dwarf Fortress.

However, I will be updating my tools for the next official release of Dwarf Fortress, unless the variable versions become stable earlier.
Title: Re: Nano Fortress
Post by: GetAssista on January 06, 2009, 06:31:38 pm
Jifodus,
don't get concerned with this

The tool is working perfectly for what it was designed. It also may still work fine wrt respawn, as starting groups of critters seem to appear right when previous group is killed. It's just that there are too few of those groups available for spawning, and I run out of monsters quickly. But that must be DF biome population problem, as mentioned ealier
Title: Re: Nano Fortress
Post by: Fist_Of_Armok on January 06, 2009, 08:06:13 pm
Arrrgh, I'm so tempted.

To nanofortress or not to nanofortress? That is the question...
Title: Re: Nano Fortress
Post by: Nadaka on January 07, 2009, 12:57:43 am
I have distinctly not been having an issue with failure of beasts to respawn. At one point I had almost 3 thousand skulls from all the zombie elk, horses and hoary marmots I had to put down. It got to where I turned my hunters off, as the respite I gained from having a herd of relatively harmless living creatures on the map was worth not harvesting their meat.
Title: Re: Nano Fortress
Post by: penguinofhonor on February 16, 2009, 12:49:12 pm
Hey, everyone, this doesn't seem to work with the 40d# versions. At least not 40d9.
Title: Re: Nano Fortress
Post by: Vugor on February 17, 2009, 03:04:56 pm
It does seem that is in need of updateing.
Title: Re: Nano Fortress
Post by: knightedskull on February 18, 2009, 09:17:16 am
I'm currently not having any problems with it.  :P
I'm fighting wave after wave of blizzard men and ice wolves.  :D
No zombies yet that were not little critters.  :-[
Title: Re: Nano Fortress
Post by: Jifodus on February 19, 2009, 03:27:47 am
There were some pretty interesting peculiarities regarding the 0.28.181.40dN versions, anyway a working version of Nano Fortress for the test versions:

http://www.geocities.com/jifodus/nanofortress-0_28_181_40dN.zip

NB: It is not backwards compatible, it is strictly for the test releases. I do not know how many test releases it is compatible with, but I have tested it on 0.28.181.40d9. Update: Attempting to unpatch Dwarf Fortress will fail when it tries to unpatch the finder.

See http://www.dwarffortresswiki.net/index.php/User:Jifodus#Source_Code for obtaining the source code to Nano Fortress.
Title: Re: Nano Fortress
Post by: puke on February 20, 2009, 04:07:34 pm
so the d9 incompatability isnt really a problem, right?  its just a graphics engine update, right?

just make your world and embark in D, and then play the game in D9.  you only need the nano fortress utility during embark, dont you?

and EVERYTHING will need to be rewritten after the new version comes out, anyway.
Title: Re: Nano Fortress
Post by: Jifodus on February 20, 2009, 11:52:52 pm
It was more work than I anticipated. The problems I encountered:

Updating EmbarkAnywhere was less of a problem.
Title: Re: Nano Fortress
Post by: winner on February 21, 2009, 12:52:11 am
How would a mac version of this go about being made?
Title: Re: Nano Fortress
Post by: Jifodus on February 21, 2009, 03:42:04 am
I have no plans to write any mac/linux utilities, ever. AFAIK, tools I require to RE don't exist, nor is it convenient to modify other processes.
Title: Re: Nano Fortress
Post by: puke on February 21, 2009, 05:41:23 am
well, memory readers and hex editors definitly exist for unix type operating systems.  and OSX (or lepoard, or whatever the hell its called these days) is basically a glorified GUI on top of BSD, so it should be pretty straightforward.

not that im encouraging you to do it, or advocating on behalf of that platform at all.  just suggesting that the tools you want probalby exist in a slightly different form, and are probalby freely available if you check out BSD software development type websites.  but i'm just guessing, i'm not versed in how that kind of stuff works.
Title: Re: Nano Fortress
Post by: Jifodus on February 21, 2009, 12:28:29 pm
well, memory readers and hex editors definitly exist for unix type operating systems.  and OSX (or lepoard, or whatever the hell its called these days) is basically a glorified GUI on top of BSD, so it should be pretty straightforward.

not that im encouraging you to do it, or advocating on behalf of that platform at all.  just suggesting that the tools you want probalby exist in a slightly different form, and are probalby freely available if you check out BSD software development type websites.  but i'm just guessing, i'm not versed in how that kind of stuff works.
From what I understand the only way to get a memory editor on a Unix platform is to write in the form of a debugger that you have to attach to the process/create a new process, since Unix isn't friendly to processes modifying other processes.
Title: Re: Nano Fortress
Post by: Gertack on February 22, 2009, 01:36:21 am
The giant wolf attack (~16 wolves?) on a 1x1 map when the dwarven caravan arrived was awesome.  Sadly no more critters spawned afterward.

With the Mayday graphics settings (1280x1024) the entire map fits on the screen, and you're only missing a few tiles with the menu up.

And an underground magma pipe with 2 Z-levels of sand above it rocks, especially when the ground level is (or was) heavily forested.  Sadly no aquifer or brook though.
Title: Re: Nano Fortress
Post by: reubend on March 02, 2009, 05:26:14 pm
How would a mac version of this go about being made?

Download NanoFortress and Dwarf Fortress for Windows.
Put them on a flash drive.
Copy your world from your mac to your flash drive.
Use a Windows computer to embark in your chosen 1x1 spot.
Then copy your save from the flash drive back to your mac.

I can personally verify that it works, and is totally awesome.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Azrathud on October 05, 2009, 10:25:56 pm
Please update this link. I would love to have a nano fortress.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on October 05, 2009, 10:44:45 pm
Oops, messed up the link... here's the correct one while I go update that post.

Therefore opening up those 1x1 fortresses for your convenience: http://75.127.91.201/~jifodus/df/nanofortress-0_28_181_40dN.zip (2009.10.02.1)

...

For source code, check out:
http://75.127.91.201/phg/df/
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Azrathud on October 11, 2009, 05:02:04 pm
Thank ye kind sir
Title: Re: Nano Fortress
Post by: Heliman on October 11, 2009, 07:15:36 pm
Apparently this is the best way to do a Zombie Apocalypse simulation in DF!
That, or the zombie apocalypse mod itself,
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Heliman on November 04, 2009, 08:35:22 pm
EDIT: IO tried using this mod on my netbook: the challenge got me loving DF again!
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Veinless on November 12, 2009, 02:18:11 pm
I am running 0.28.181.40d and I always get "Failed to find patch locations".  This is on Windows XP on an Intel CPU.  Any advice?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on November 12, 2009, 02:39:18 pm
I believe the recent release doesn't support the older versions anymore, as it would take additional effort to make it compatible with it.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Veinless on November 12, 2009, 04:39:25 pm
I am running "v0.28.181.40d 5.5 MB, posted September 6, 2008" which shows as the latest version.  Is there a newer one that I should be running for Nano Fortress?

EDIT: Disregard, got it.  SDL.  Right.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: CaptApollo12 on February 26, 2010, 01:50:09 pm
I don't know where to put df to avoid the "Failed to find patch locations" error
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on February 27, 2010, 08:03:10 pm
The message "Failed to find patch locations" means that you're using an unsupported version of DF.  Which version are you running?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: stormbringer951 on April 02, 2010, 01:20:29 pm
Jifodus, do you still have a copy for 40d?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: random51 on April 02, 2010, 11:14:45 pm
An upgraded version of this utility for the new version of DF would be awesome.

Considering the many changes to the underground, the 1 unit Embark is much, much more viable and interesting. Plus with the current release not having the 40d opengl optimizations yet, performance is at a premium.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: riffraffselbow on April 03, 2010, 12:25:55 am
An upgraded version of this utility for the new version of DF would be awesome.

Considering the many changes to the underground, the 1 unit Embark is much, much more viable and interesting. Plus with the current release not having the 40d opengl optimizations yet, performance is at a premium.
Except, this utility is designed with the 40d# SDL releases in mind, and the SDL patch is going to be rolled in to the new version "fairly" quickly, so spending time re-developing this to work with non-SDL versions is probably a waste.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on April 04, 2010, 05:12:30 pm
I just tested Nano Fortress v2009.10.01.1 with 0.31.01 and it worked right out of the box.  I however, wasn't able to unpatch correctly.

Can you tell me what error you're getting when it's trying to patch? (Are you even getting an error?)
Title: Re: Nano Fortress (2009.10.02.1)
Post by: CaptApollo12 on April 10, 2010, 07:58:39 pm
The message "Failed to find patch locations" means that you're using an unsupported version of DF.  Which version are you running?

I was running 40d
My guess is that I didnt do it correctly.
Could someone walk me through how to do this with 2010?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Draco18s on April 10, 2010, 09:34:55 pm
Yes:

I just tested Nano Fortress v2009.10.01.1 with 0.31.01 and it worked right out of the box.  I however, wasn't able to unpatch correctly.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Volatar on April 10, 2010, 10:20:47 pm
Well thats not so much of a problem. I had the same problem in 40d. I just had one install setup for creating nanofort saves. I then transfered them over to my normal copy, as once started they need nothing special.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: CaptApollo12 on April 10, 2010, 10:32:08 pm
Is it hard to do this or something?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Draco18s on April 10, 2010, 11:13:12 pm
Is it hard to do this or something?

No!  You run the program!  It's that simple!

The only thing it doesn't do is un-patch itself, which is not really a big issue.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: CaptApollo12 on April 13, 2010, 12:51:06 am
Alright! I really feel stupid. Run game - click nanofortress - embark. Works great thankyou!
Title: Re: Nano Fortress (2009.10.02.1)
Post by: sjaakwortel on April 13, 2010, 11:16:34 am
can some1 explain wat to download and how to start playing a 1*1 fortress in the newest DF, cause normally i can only start with 2*2
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Sowelu on April 14, 2010, 08:14:32 am
You see the link in the first page of this thread?  You download that.

Then you do what the person immediately before you posted:

- Run the game
- Then, once the game is running, run the nanofortress program
- Your embark window can now handle 1x1 sites.

Also, in the future, please be respectful and take the time to spell and capitalize correctly, and avoid using chatspeak abbreviations!
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Greep on May 18, 2010, 05:12:55 pm
bum, does nanofort not work with .31.04? I tried .31.03 and it's fine, but .04 gives this:

"It appears this version of DF doesn't have the finder, since I couldn't find the patch locations. Last Error (Exit 5)"
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Arnos on May 19, 2010, 06:01:53 pm
It's broken with mine too, I'm guessing it's because of the massive graphics rewrite that .04 has.  Any chance of an updated version?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on May 19, 2010, 08:58:19 pm
Is it completely broken or partially broken? As in, can you shrink the size of the embark area to 1x1 or does that not work at all?

That message is supposed to indicate that the offsets for the site finder changed, but it did find and patch the code that normally prevents you from manually resizing the embark area.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Arnos on May 19, 2010, 09:19:14 pm
It says this and then works anyway.
I had assumed it was broken, but it looks like it works even though it gives the error message.
(http://img413.imageshack.us/img413/1341/dferror.png)
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on May 19, 2010, 09:41:59 pm
There are two parts to Nano Fortress. The first part is modifying the code that restricts you to 2 tiles, the second part is changing the bounds of the site finder to allow you to set it to find a 1x1 tile with the options you chose. The message is really a hold over from when the site finder didn't exist and I wanted to maintain compatibility with the older versions.

Basically what that message means is that it successfully patched the first part, and it couldn't patch the second part. If someone desperately needs to have the site finder search for a 1x1 (or 1xn) tile space, then I'll go update the search parameters. Otherwise it fulfills it's primary purpose.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Arnos on May 19, 2010, 09:57:42 pm
Personally, I'm happy with my 1000fps 1x1 fortress.  Thanks for making this Application  :D
Title: Re: Nano Fortress (2009.10.02.1)
Post by: scira on June 02, 2010, 11:04:43 pm
It says it only supports up to 28_181_40d16, I get the cannot find patch locations error but I can't tell which version of 40d I am running since it only says 28_181_40d, the next version down i see on the download page is 40c.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Draco18s on June 02, 2010, 11:52:27 pm
It says it only supports up to 28_181_40d16, I get the cannot find patch locations error but I can't tell which version of 40d I am running since it only says 28_181_40d, the next version down i see on the download page is 40c.

40d != 40d16.  40dx were released via the forums.

http://www.bay12forums.com/smf/index.php?topic=40349.msg704995#msg704995
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Fuco on August 17, 2010, 12:01:50 pm
== edited due to (my) stupidity ==
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Volatar on August 17, 2010, 01:27:01 pm
It says it only supports up to 28_181_40d16, I get the cannot find patch locations error but I can't tell which version of 40d I am running since it only says 28_181_40d, the next version down i see on the download page is 40c.

40d != 40d16.  40dx were released via the forums.

http://www.bay12forums.com/smf/index.php?topic=40349.msg704995#msg704995

HOWEVER, it is possible to play with 40d, pick your site, embark, and then transfer the game to a 40d## game. Thats what I did.
Title: Re: Nano Fortress
Post by: TomiTapio on August 17, 2010, 01:43:15 pm
I have a laptop with both XP and Vista, and just wanted to point out that in XP I get silky smooth 100FPS up to about maybe 50-60 dwarfs.  However, if I play on my Vista installation, I get 3 FPS.  At the title screen.  Managing to exit the game is difficult, no way I'm trying to generate a map.
Maybe your graphics settings are all messed up in that Vista. Or you run out of RAM and the game needs to use the swapfile constantly.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: breadbocks on August 17, 2010, 05:32:52 pm
Is there any chance of this being ported to DF2010? Looks cool, but too lazy to install more dorf.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: HD23 on August 25, 2010, 09:21:00 am
Is there any chance of this being ported to DF2010? Looks cool, but too lazy to install more dorf.

Just tested it, this does work in 31.12, you will get an error message and you will not be able to set your
site finder to 1x1, but you CAN set your embark area to 1x1 and you will be able embark to 1x1 area.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: helf on October 05, 2010, 05:47:05 pm
OK, maybe I'm doing this wrong, but I have 31.16 and I ran DF then ran nanofort then tried changing my embark area to 1x1 and it won't go any smaller than 2x2. I ran it again while at the embark choosing screen and it still wont let me. Am I doing something wrong or is it just not working with 31.16? I have a /really/ old laptop that I wanna play DF on and I imagine (read, HOPING) itll be playable with 1x1 embarks. It sits around 40-50fps on 2x2 embarks then rapidly drops off :p
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Jifodus on October 05, 2010, 10:10:14 pm
So it finally broke? I'll look at fixing the problems with it in the next couple of days.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: bumblepuppy on October 05, 2010, 10:56:25 pm
Ah! Nanofortress is the only thing holding me back from upgrading from .12. I am so glad you are still around Jifodus.   :D
Title: Re: Nano Fortress (2009.10.02.1)
Post by: HD23 on October 06, 2010, 02:47:39 pm
@helf and bumblepuppy

Yes, 31.12 is the last version that nanofortress (and embarkanywhere) work in, but if you want the bugfixes,
nothing is stopping you from embarking in a 1x1 spot in 31.12 and then simply copying save to a newer version, running savegame updater and playing.

I've had 3 forts that way with no issues so far.
Title: Re: Nano Fortress (2009.10.02.1)
Post by: helf on October 06, 2010, 04:27:29 pm
oh, I didn't think about that. Thanks :)
Title: Re: Nano Fortress (2009.10.02.1)
Post by: ThePup on October 26, 2010, 03:36:17 am
Any word on an update / fix for this yet?  Looking to give it a crack on my netbook... (Which is so far playable on a 2x2 embark, small world with 1 cavern layer, but I haven't played long enough to get a population over about 30 yet!)

If no fix, can someone point me to the save updater?  I've tried the search function, which gives lots of threads talking about it, but no guidance on finding / using it   :(

Perhaps I'm just going blind... Mum always said that'd happen...

Thanks  :)
Title: Re: Nano Fortress (2009.10.02.1)
Post by: reubend on November 13, 2010, 03:56:19 pm
What about with the new .17? Is the creator still going strong?
Title: Re: Nano Fortress (2009.10.02.1)
Post by: Psionystic on December 02, 2010, 05:39:15 pm
Hey, I'd just like to add my voice to this crowd looking for a version of this compatible with .18.  I wouldn't mind having a nano-fortress on my laptop. :)
Title: Re: Nano Fortress (2009.10.02.1)
Post by: NSQuote on December 05, 2010, 05:46:49 pm
I'd personally love to have a nice 31.18 nano fort ready on a USB in case of... emergenicies.

Title: Re: Nano Fortress (2009.10.02.1)
Post by: nobodynothing on December 24, 2010, 03:26:39 pm
An update compatible with 31.18 would be amazing. My laptop can't run a 31.x game past a population of 30 or so :(
Title: Re: Nano Fortress
Post by: GreatWyrmGold on December 27, 2010, 08:59:22 am
(http://img410.imageshack.us/img410/5590/newbitmapimagenp4.png)

That's the whole dang map.  This is great, excellent tool for crappy computers or people looking for a new challenge.

I thought about looking for a magma pipe in a square with an aquifer and two things hit me.  One, I'm seriously addicted to map features.  And two, where would I put the fortress?
I recently started a fortress by hollowing out a volcano above the magmaline. Or is it lava when it's in a volcano? Anyways, aside from the lack of water (D'oh!) and the fact that i accidentally blew some obsidian, a pick, and a miner into the volcano, it's my best fort yet.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Jifodus on December 27, 2010, 03:35:06 pm
I've updated it to get rid of all the warnings (well all except the one where Windows Vista/Windows 7 may not let it open DF unless it's run as administrator).  I've also rewrote the first post to bring it up to date.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: CharlesPeter on December 27, 2010, 11:14:02 pm
Thank you so much. Helps my little netbook a great deal.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Kris on December 28, 2010, 08:59:40 am
You sir, are my hero of the day!
Title: Re: Nano Fortress (2010.12.27.1)
Post by: NSQuote on December 28, 2010, 10:56:09 am
You sir, are my hero of the day!
I'll claim him for my hero of tommorrow, then.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Brisk on December 29, 2010, 12:30:59 am
awesome. thanks for the update.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: nbonaparte on January 14, 2011, 07:04:44 pm
*resurrects*
um. the last few posts seemed very happy to have an updated version. Is there a link somewhere?
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Deon on January 14, 2011, 08:51:56 pm
Did you read the first post?
Quote
Download: THERE IS NO DOWNLOAD LINK SINCE MY HOSTING PROVIDER DECIDED NOT ACCEPT PAYMENT (2010.12.27.1)

Those who downloaded, please share :D.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Koji on January 14, 2011, 11:20:13 pm
Just post it on megaupload.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: CharlesPeter on January 14, 2011, 11:31:14 pm
Well then, here you go. I uploaded it to megaupload. I hope Jifodus doesn't mind.

Nanofortress:

http://www.megaupload.com/?d=983THWWA

Just trying to spread the love.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: DKS on January 14, 2011, 11:34:59 pm
Well then, here you go. I uploaded it to megaupload. I hope Jifodus doesn't mind.

Nanofortress:

http://www.megaupload.com/?d=983THWWA

Just trying to spread the love.
Thanks for being awesome
Title: Re: Nano Fortress (2010.12.27.1)
Post by: taodih on January 15, 2011, 06:15:07 am
Well then, here you go. I uploaded it to megaupload. I hope Jifodus doesn't mind.

Nanofortress:

http://www.megaupload.com/?d=983THWWA

Just trying to spread the love.

good idea and thx

also uploaded it to multiupload, as some don't like mega or other providors x.x
http://www.multiupload.com/V2SYJ595OH (http://www.multiupload.com/V2SYJ595OH)
Title: Re: Nano Fortress (2010.12.27.1)
Post by: nbonaparte on January 15, 2011, 02:24:11 pm
I prefer dropbox. But thank you. Now I can have my 1x16 embark out to deep ocean and build atlantis.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Rumrusher on January 19, 2011, 07:19:51 am
what about dropping it in DffD (http://dffd.wimbli.com)(for easy access)? unless you already did.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Bohandas on January 19, 2011, 01:20:21 pm
Download: THERE IS NO OFFICIAL DOWNLOAD LINK SINCE MY HOSTING PROVIDER IS TERRIBLE (2010.12.27.1)
Alternate Mirror: http://www.megaupload.com/?d=983THWWA (thanks to CharlesPeter; version 2010.12.27.1)
Alternate Mirror: http://www.multiupload.com/V2SYJ595OH (thanks to taodih; version 2010.12.27.1)
It's been verified to work with 0.31.18. It will probably work with any the more recent versions (0.31.*), and it may work with future versions.

what about dropping it in DffD (http://dffd.wimbli.com)(for easy access)? unless you already did.

I was just about to suggest the exact same thing if It hadn't been suggested already (but apparently Rumrusher just did (suggest it))
Title: Re: Nano Fortress (2010.12.27.1)
Post by: magmaholic on April 26, 2011, 07:49:33 am
any way to get it work on 0.31.25?
Title: Re: Nano Fortress (2010.12.27.1)
Post by: bumblepuppy on April 26, 2011, 08:15:25 am
It works with .25. I'm running a 1x1 fort now.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: magmaholic on April 26, 2011, 08:31:30 am
O GOODIE!!!
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Qiu on February 26, 2012, 09:31:31 am
Does it work with the newest version (0.34.02) ?
and if yes, could someone re-mirror it, i can't access either link.  :(

thank you  :)
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Jifodus on February 26, 2012, 02:58:36 pm
http://www.lorauwar.com/~jifodus/dl/df/nanofortress.zip

I have no idea if it still works though, try it and find out.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Qiu on March 03, 2012, 04:07:14 am
seems to work.  :D Thanks a lot.

some more mirrors :
http://www.mediafire.com/?8n9cpf99wbmbzrb
http://uploading.com/files/a55563f4/nanofortress.zip/
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Abregado on April 11, 2012, 01:08:30 am
confirmed working with 34.07
Title: Re: Nano Fortress (2010.12.27.1)
Post by: ZeroSumHappiness on June 28, 2012, 07:11:56 pm
Confirmed in 0.34.11.  I like 1x1 forts.
Title: Re: Nano Fortress (2010.12.27.1)
Post by: Droid15243Z on September 28, 2012, 03:50:39 pm
Ooh! I gotta try this"
Title: Re: Nano Fortress (2013.1.25.1)
Post by: Kris on October 03, 2013, 10:48:08 am
I've been trying to get nano fortress to work on my laptop with windows xp. What I do:

1. Start up Dwarf Fortress through Peridexis Errant (http://dffd.wimbli.com/file.php?id=7622).
2. I run nanofortress.exe from the Dwarf Fortress folder.
An error pops up telling me that "nanofortress.exe is not a valid Win32 application".

Anyone got an idea about what I can do to prevent this?
Title: Re: Nano Fortress (2013.1.25.1)
Post by: HD23 on October 04, 2013, 03:20:58 pm
I've been trying to get nano fortress to work on my laptop with windows xp. What I do:

1. Start up Dwarf Fortress through Peridexis Errant (http://dffd.wimbli.com/file.php?id=7622).
2. I run nanofortress.exe from the Dwarf Fortress folder.
An error pops up telling me that "nanofortress.exe is not a valid Win32 application".

Anyone got an idea about what I can do to prevent this?

I play on XP, and the app from the first post also gives me the error,
but don't forget that the latest dfhack has a tool with same functionality
as nanofortress.

type this in your dfhack window
Code: [Select]
embark-tools enable
embark-tools nano enable

when you start up your game, and you will be able to resize your embark area to any size.
Title: Re: Nano Fortress (2013.1.25.1)
Post by: Kris on October 04, 2013, 04:30:38 pm
I've been trying to get nano fortress to work on my laptop with windows xp. What I do:

1. Start up Dwarf Fortress through Peridexis Errant (http://dffd.wimbli.com/file.php?id=7622).
2. I run nanofortress.exe from the Dwarf Fortress folder.
An error pops up telling me that "nanofortress.exe is not a valid Win32 application".

Anyone got an idea about what I can do to prevent this?

I play on XP, and the app from the first post also gives me the error,
but the version I have on my harddrive works with the latest version 34.11
I have no idea if it's the latest one, but since it does what it's supposed to,
I uploaded it to
http://www.filedropper.com/nanofortressworkingwith3411

Try this version.

As always, test the files you download with
https://www.virustotal.com/
Thank you. Will check it out when I get home.
Title: Re: Nano Fortress (2013.1.25.1)
Post by: TalonisWolf on October 20, 2013, 12:59:29 am
Posting so I can find when I'm on something other than Ipad.

This should help the FPS on my Acer Netbook-an beach embark starts at 5FPS and only gets worse.
Title: Re: Nano Fortress (2013.1.25.1)
Post by: nekoexmachina on October 31, 2013, 08:58:17 am
On windows, Symantec claims that Nanofortress.exe is a virus. ("Infostealer.Gampass")
Title: Re: Nano Fortress (2013.1.25.1)
Post by: BigD145 on October 31, 2013, 11:24:31 am
Norton considers everything to be a virus.*
*or damn near
Title: Re: Nano Fortress (2013.1.25.1)
Post by: Szarrukin on January 27, 2014, 12:27:48 pm
I play on XP, and the app from the first post also gives me the error,
but the version I have on my harddrive works with the latest version 34.11
I have no idea if it's the latest one, but since it does what it's supposed to,
I uploaded it to
http://www.filedropper.com/nanofortress

Try this version.
Can somebody reupload it?
Title: Re: Nano Fortress (2013.1.25.1)
Post by: Footkerchief on February 02, 2014, 10:26:28 am
Download: http://www.lorauwar.com/~jifodus/dl/df/nanofortress.zip (2013.1.25.1)
Title: Re: Nano Fortress (2013.1.25.1)
Post by: Necrisha on February 02, 2014, 10:11:06 pm
Does anyone have a copy of the Window XP compatible nanofortress available? the current available version hates XP...
Title: Re: Nano Fortress (2013.1.25.1)
Post by: ExRedux on March 16, 2014, 07:24:42 am
Virustotal Report.

SHA256:   949774ea2666651cd9e0d32b32857feaa586e496b7c157a3596215939ba0281b
File name:   nanofortress.exe
Detection ratio:    17 / 50
Analysis date:    2014-03-05 13:20:32 UTC ( 1 week, 3 days ago )


https://www.virustotal.com/en/file/949774ea2666651cd9e0d32b32857feaa586e496b7c157a3596215939ba0281b/analysis/

Most assuredly a false positive, but I wonder what code could be setting it off, and if there is an alternative.
Title: Re: Nano Fortress (2013.1.25.1)
Post by: ZeroSumHappiness on March 17, 2014, 08:56:09 am
The point of nano-fortress is to poke at specific bits of another process.  That's a very virus-y behavior.
Title: Re: Nano Fortress (2013.1.25.1)
Post by: Draco18s on March 17, 2014, 11:17:20 am
Basically:
There are legitimate uses for memory hacking.*  Such as nanofortress.

Such behavior, however, is almost always used by viruses to go undetected and collect information they're interested in without being spotted.

*Heck, Java has whole packages for doing this--using both Reflection (http://en.wikipedia.org/wiki/Reflection_%28computer_programming%29) and ASM (http://en.wikipedia.org/wiki/ObjectWeb_ASM)--and such behavior is how Minecraft Forge works without having to redistribute the original source code.