Dwarf Fortress > DF Adventure Mode Discussion

Adventurer Fort: still useful i guess

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Warmist:
Advfort is a tool in dfhack that allows for FULL* experience of fort mode jobs. That means you can:brew, mine, chop trees, dig, carve ramps, smooth and engrave, make crafts (including weapons, statues, decorating stuff, etc...), farm, gather plants and so on.
This will be a short tutorial how to use new dfhack mode/tool: advfort.
Setup:

* get dfhack.
* set up keybinding, by adding to dfhack.init something like: 'keybinding add Ctrl-T "gui/advfort"'
* start playing (best with axeman because you get axe that is needed to cut the trees down) Playing:
Now you should be able to invoke the adv-fort overlay by pressing "Ctrl-T". It should look like this:
Spoiler (click to show/hide)
You can change the job with "R" and "T". And get ingame help with "?" (there is more help there).
Spoiler: Trees (click to show/hide)Now you have an adventurer with an axe and that strange gui on. What is next? Chopping trees! Select (with capital 'R' and 'T') job FellTree and walk near any tree. When close to the tree "careful move" into the tree (default setting alt+movement). It should indicate that it is working( with a timer how much is left) and the tree should fall down. You will get some experience as a wood cutter.
Spoiler: Fishing (click to show/hide)This is a fun activity to have. Because dwarves fish either with bare hands or using their beards you will not need any tool. Again select the "Fish" job. After some time it should catch a water animal of sorts. To make it edible you will need a fishery workshop.
This can fail (as it can in fort mode) by saying that there is nothing to catch in "some area".
Spoiler: Building (click to show/hide)Remember that tree that we cut down? Now we can use it to build something. Maybe a fishery to process that caught fish? Select "Build" job. This is kind of a special job. By "careful walking" in any direction you will be asked what you want to build. Select workshop->fishery. Now one step (technical limitation, df does not update the view) to see how it planned the shop. To finish building you will need some materials. Either drop the log (or blocks) down by your feet or just have it somewhere nearby. Again "careful walk" into the planned shop. Now it should show "working(-1)". It means that your adventurer is doing something that is not exactly the build step (e.g. carrying the materials). Skip steps (default keybinding ".") till you start building the shop.
<rest of tutorial is todo for now.>

Limitations: you need to have tools and materials for jobs (like in fort mode). Doing jobs sometimes get interupted by thirst, or drowsiness or hunger. In that case the fort mode logic kicks in and your adventurer seeks food/water or just drops to sleep. In the seeking case the working timer is (-1) and you need to press "skip turn" for adventurer to find what he wants (or just eat/drink/sleep and retry).
*- almost full... need to finish some stuff (e.g. plant gathering STILL doesn't work :<)
More detailed guide by Isher
Please report issues here: dfhack github repo

Rumrusher:

--- Quote from: Warmist on March 15, 2013, 07:06:15 am ---This will be a short tutorial how to use new dfhack mode/tool: advfort. Setup:

* get dfhack r3 (yes it needs r3, r2 will not work).
* set up keybinding, by adding to dfhack.init something like: 'keybinding add Ctrl-T "gui/advfort -i"'
* (optional) <will write later how to install this: here basically some helpful stuff>
* start playing (best with axeman because you get axe that is needed to cut the trees down) Playing:
Now you should be able to invoke the adv-fort overlay by pressing "Ctrl-T". It should look like this:
Spoiler (click to show/hide)
You can change the job with "R" and "T". And get ingame help with "?" (there is more help there).
<rest of tutorial is todo for now.>

Limitations: you need to have tools and materials for jobs (like in fort mode). Doing jobs sometimes get interupted by thirst, or drowsiness or hunger. In that case the fort mode logic kicks in and your adventurer seeks food/water or just drops to sleep. In the seeking case the working timer is (-1) and you need to press "skip turn" for adventurer to find what he wants (or just eat/drink/sleep and retry).

--- End quote ---
Also note that if your adventurer tries to look for something to far away he/she will then stop what they where doing due to the entire world loaded in a new section of the map and broke the pathing code.

Another thing you can do with Adventure mode building.
You can do jobs above or below you, so you can craft stairs above you, and dig below you. which means you can hollow out a tunnel for later use, or channel out a river into a keep and pump in water by building a screw pump. be warned Traps are kinda screwed up in that once you designate the area of said trap your adventurer will immediately spot it and disarm it, cage traps don't work. To arm a trap you need to re-build using the weapon/cage you want to arm the trap with.

Now you can finally never fear Bogeymen at night if you have a pick/axe in your hand. (though with an axe you need to build a floor roof from a log you cut down).  Though getting an anvil is kinda tricky so best make an adventure's reaction to take a boulder and carve it into an fireproof anvil.

also any terrain changes might be reverted when you reload the area, also this only goes for Terrain changes any buildings you made before the reload(of the site not the game) will stay there.
which means you can dig 5 Z levels down and build a huge Shrine to a old god, then sleep only to find the whole thing resealed. best for setting up adventure successions where the next adventurer has to find a hidden Tomb by digging through a sealed hidden tunnel.

Matoro:
This... this is awesome.

Askot Bokbondeler:
gotta follow this

Warmist:
Also would like to see/hear about gui improvements. Although i have little time to tinker around but some day :)

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