D init.txt: различия между версиями

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Файл '''d_init.txt''' можно использовать для внесения множества корректировок в поведение игры, таких как включение автосохранения или изменение лимита населения, а также применение некоторых [[technical tricks|техническиъ хитростей]] для повышения частоты кадров путем отключения функций вроде [[weather|погоды]] и [[temperature|температуры]].
Файл '''d_init.txt''' можно использовать для внесения множества корректировок в поведение игры, таких как включение автосохранения или изменение лимита населения, а также применение некоторых [[technical tricks|техническиъ хитростей]] для повышения частоты кадров путем отключения функций вроде [[weather|погоды]] и [[temperature|температуры]].


Файл располагается в <tt>/data/init/d_init.txt</tt> папки ''Dwarf fortress'' (или в '''.dwarffortress''' в домашней директории ''Dwarf Fortress'' на Arch Linux при установке через <tt>pacman</tt>). Изменения в файле вступают в силу после нового запуска игры и затрагивают все миры. Файл можно редактировать вручную или с помощью внешнего лаунчера, такого как [[Utility:Lazy Newb Pack|Lazy Newb Pack]].
Файл располагается в <code>[[Game folder|<Dwarf Fortress>]]/prefs/d_init.txt</code> папки ''Dwarf fortress'' (или в '''.dwarffortress''' в домашней директории ''Dwarf Fortress'' на Arch Linux при установке через <tt>pacman</tt>). Изменения в файле вступают в силу после нового запуска игры и затрагивают все миры. Файл можно редактировать вручную или с помощью внешнего лаунчера, такого как [[Utility:Lazy Newb Pack|Lazy Newb Pack]].


Содержимое файла '''d_init.txt''' по умолчанию можно видеть ниже:
Содержимое файла '''d_init.txt''' по умолчанию можно видеть ниже:
Строка 11: Строка 11:
Always read the file carefully, including the comments.
Always read the file carefully, including the comments.


In general, you can copy savegames and tilesets from older DF
In general, you can copy savegames and mods from older DF versions, but you should not copy anything else.  You should not, under any circumstances, unpack a new DF on top of an older one.
versions, but you should not copy anything else.  You should not, under any
circumstances, unpack a new DF on top of an older one.


Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL, SEMIANNUALLY, or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  Autosaves cycle through 3 slots, so be sure to use manual saves if you want to retain something more permanent.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.


Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
[AUTOSAVE:SEMIANNUAL]
 
[AUTOSAVE:NONE]
[AUTOBACKUP:NO]
[AUTOSAVE_PAUSE:NO]
[AUTOSAVE_PAUSE:NO]


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[TEMPERATURE:YES]
[TEMPERATURE:YES]
[WEATHER:YES]
[WEATHER:YES]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:NO]
[TESTING_ARENA:YES]
[TESTING_ARENA:YES]
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_ADV:YES]
[WALKING_SPREADS_SPATTER_ADV:YES]
[KEYBOARD_CURSOR:NO]


Change this to YES to output the reasons for world map rejection into a file.
Change this to YES to output the reasons for world map rejection into a file.
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[STORE_DIST_BIN_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]


Change this to YES to disallow pets from coffin burial as the default option.
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a monarch and 100 to obtain the current game features.  The strict cap also stops fort births.  Both caps can be violated by a few special cases, like the arrival of the monarch if you qualify.
 
[COFFIN_NO_PETS_DEFAULT:NO]
 
Use these to set the color of wounded body parts.  The format is <foreground color>:<background color>:<brightness>.
 
[WOUND_COLOR_NONE:7:0:1]  No recorded active wounds on the part.  Default = white
[WOUND_COLOR_MINOR:6:0:0]  Any damage that doesn't have functional/structural consequences (might be heavy bleeding though).  Default = brown
[WOUND_COLOR_INHIBITED:6:0:1]  Any muscular, structural or functional damage without total loss.  Default = yellow
[WOUND_COLOR_FUNCTION_LOSS:3:0:1]  An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).  Default = bright cyan
[WOUND_COLOR_BROKEN:4:0:1]  The part has lost all structural integrity or muscular ability.  Default = bright red
[WOUND_COLOR_MISSING:0:0:1]  The part is completely gone.  Default = dark gray
 
This controls the display of areas that are far below outside.  The format is SKY:<character>:<foreground color>:<background color>:<brightness>.  The <character> can be either an ASCII tile number or a character in quotes, like '#'.
 
[SKY:178:3:0:0]
 
As above, for inside/subterranean areas.
 
[CHASM:250:0:0:1]
 
Pillar tile, <character> as above.
 
[PILLAR_TILE:'O']
 
Track tiles.  I at the end inverts the material colors.
 
[TRACK_N:208I]
[TRACK_S:210I]
[TRACK_E:198I]
[TRACK_W:181I]
[TRACK_NS:186I]
[TRACK_NE:200I]
[TRACK_NW:188I]
[TRACK_SE:201I]
[TRACK_SW:187I]
[TRACK_EW:205I]
[TRACK_NSE:204I]
[TRACK_NSW:185I]
[TRACK_NEW:202I]
[TRACK_SEW:203I]
[TRACK_NSEW:206I]
[TRACK_RAMP_N:30I]
[TRACK_RAMP_S:30I]
[TRACK_RAMP_E:30I]
[TRACK_RAMP_W:30I]
[TRACK_RAMP_NS:30I]
[TRACK_RAMP_NE:30I]
[TRACK_RAMP_NW:30I]
[TRACK_RAMP_SE:30I]
[TRACK_RAMP_SW:30I]
[TRACK_RAMP_EW:30I]
[TRACK_RAMP_NSE:30I]
[TRACK_RAMP_NSW:30I]
[TRACK_RAMP_NEW:30I]
[TRACK_RAMP_SEW:30I]
[TRACK_RAMP_NSEW:30I]
 
Tiles for the parts of trees.
 
[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:172]
[TREE_ROOTS_DEAD:172]
[TREE_BRANCHES:172]
[TREE_BRANCHES_DEAD:172]
[TREE_SMOOTH_BRANCHES:'#']
[TREE_SMOOTH_BRANCHES_DEAD:'#']
[TREE_TRUNK_PILLAR:'O']
[TREE_TRUNK_PILLAR_DEAD:'O']
[TREE_CAP_PILLAR:'O']
[TREE_CAP_PILLAR_DEAD:'O']
[TREE_TRUNK_N:205]
[TREE_TRUNK_S:205]
[TREE_TRUNK_N_DEAD:205]
[TREE_TRUNK_S_DEAD:205]
[TREE_TRUNK_EW:205]
[TREE_TRUNK_EW_DEAD:205]
[TREE_CAP_WALL_N:205]
[TREE_CAP_WALL_S:205]
[TREE_CAP_WALL_N_DEAD:205]
[TREE_CAP_WALL_S_DEAD:205]
[TREE_TRUNK_E:186]
[TREE_TRUNK_W:186]
[TREE_TRUNK_E_DEAD:186]
[TREE_TRUNK_W_DEAD:186]
[TREE_TRUNK_NS:186]
[TREE_TRUNK_NS_DEAD:186]
[TREE_CAP_WALL_E:186]
[TREE_CAP_WALL_W:186]
[TREE_CAP_WALL_E_DEAD:186]
[TREE_CAP_WALL_W_DEAD:186]
[TREE_TRUNK_NW:201]
[TREE_CAP_WALL_NW:201]
[TREE_TRUNK_NW_DEAD:201]
[TREE_CAP_WALL_NW_DEAD:201]
[TREE_TRUNK_NE:187]
[TREE_CAP_WALL_NE:187]
[TREE_TRUNK_NE_DEAD:187]
[TREE_CAP_WALL_NE_DEAD:187]
[TREE_TRUNK_SW:200]
[TREE_CAP_WALL_SW:200]
[TREE_TRUNK_SW_DEAD:200]
[TREE_CAP_WALL_SW_DEAD:200]
[TREE_TRUNK_SE:188]
[TREE_CAP_WALL_SE:188]
[TREE_TRUNK_SE_DEAD:188]
[TREE_CAP_WALL_SE_DEAD:188]
[TREE_TRUNK_NSE:204]
[TREE_TRUNK_NSE_DEAD:204]
[TREE_TRUNK_NSW:185]
[TREE_TRUNK_NSW_DEAD:185]
[TREE_TRUNK_NEW:202]
[TREE_TRUNK_NEW_DEAD:202]
[TREE_TRUNK_SEW:203]
[TREE_TRUNK_SEW_DEAD:203]
[TREE_TRUNK_NSEW:206]
[TREE_TRUNK_NSEW_DEAD:206]
[TREE_TRUNK_BRANCH_N:207]
[TREE_TRUNK_BRANCH_N_DEAD:207]
[TREE_TRUNK_BRANCH_S:209]
[TREE_TRUNK_BRANCH_S_DEAD:209]
[TREE_TRUNK_BRANCH_E:199]
[TREE_TRUNK_BRANCH_E_DEAD:199]
[TREE_TRUNK_BRANCH_W:182]
[TREE_TRUNK_BRANCH_W_DEAD:182]
[TREE_BRANCH_NS:179]
[TREE_BRANCH_NS_DEAD:179]
[TREE_BRANCH_EW:196]
[TREE_BRANCH_EW_DEAD:196]
[TREE_BRANCH_NW:217]
[TREE_BRANCH_NW_DEAD:217]
[TREE_BRANCH_NE:192]
[TREE_BRANCH_NE_DEAD:192]
[TREE_BRANCH_SW:191]
[TREE_BRANCH_SW_DEAD:191]
[TREE_BRANCH_SE:218]
[TREE_BRANCH_SE_DEAD:218]
[TREE_BRANCH_NSE:195]
[TREE_BRANCH_NSE_DEAD:195]
[TREE_BRANCH_NSW:180]
[TREE_BRANCH_NSW_DEAD:180]
[TREE_BRANCH_NEW:193]
[TREE_BRANCH_NEW_DEAD:193]
[TREE_BRANCH_SEW:194]
[TREE_BRANCH_SEW_DEAD:194]
[TREE_BRANCH_NSEW:197]
[TREE_BRANCH_NSEW_DEAD:197]
[TREE_TWIGS:';']
[TREE_TWIGS_DEAD:';']
[TREE_CAP_RAMP:30]
[TREE_CAP_RAMP_DEAD:30]
[TREE_CAP_FLOOR1:249]
[TREE_CAP_FLOOR2:249]
[TREE_CAP_FLOOR1_DEAD:249]
[TREE_CAP_FLOOR2_DEAD:249]
[TREE_CAP_FLOOR3:249]
[TREE_CAP_FLOOR4:249]
[TREE_CAP_FLOOR3_DEAD:249]
[TREE_CAP_FLOOR4_DEAD:249]
[TREE_TRUNK_INTERIOR:10]
[TREE_TRUNK_INTERIOR_DEAD:10]
 
This controls the "IDLERS: <number>" that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.
 
[IDLERS:TOP]
 
You can have your dwarves start/arrive without any labor types enabled here by setting this to NO.  You can also set it to SKILLS to make the labor list set by skill, or BY_UNIT_TYPE to have it done by overall unit type.
 
[SET_LABOR_LISTS:SKILLS]
 
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.  The strict cap also stops fort births.  Both caps can be violated by a few special cases, like the arrival of the monarch if you qualify.


[POPULATION_CAP:200]
[POPULATION_CAP:200]
Строка 258: Строка 79:
[BABY_CHILD_CAP:100:1000]
[BABY_CHILD_CAP:100:1000]


You can set the maximum number of visitors to your fort here.  This does not include merchants, diplomats, animals or invaders, but only those either dropping by for a temporary visit to a tavern, library or temple, or those seeking permanent employment.  Once you accept a petition from a visitor to stay at your fort, they no longer count against the cap, even if they never become a full citizen.
You can set the maximum number of visitors to your fort here.  This does not include merchants, diplomats, animals or invaders, but only those either dropping by for a temporary visit to a tavern, library or temple, or those seeking permanent employment.  Once you accept a petition from a visitor to stay at your fort, they no longer count against the cap, even if they never become a full citizen.  Certain traveling groups (e.g. quester parties) may also push slightly over the cap.


[VISITOR_CAP:100]
[VISITOR_CAP:100]
You can set the maximum number of soldiers allowed to invade in serious invasions with these numbers.  This doesn't affect smaller raids or mounts, and ambushers and other special units will also ignore the cap.  Set INVADERS to NO above if you don't want invaders -- a cap of zero will be ignored here.
[INVASION_SOLDIER_CAP:120]
[INVASION_MONSTER_CAP:40]


Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.
Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.
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[SPECIFIC_SEED_CAP:200]
[SPECIFIC_SEED_CAP:200]
[FORTRESS_SEED_CAP:3000]
[FORTRESS_SEED_CAP:3000]
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.
[VARIED_GROUND_TILES:YES]


If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.
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[SHOW_FLOW_AMOUNTS:NO]
[SHOW_FLOW_AMOUNTS:NO]


If you'd prefer to leave the history behind every engraving for your adventurers to discover, then set this to NO.
Set this to YES to show up and down arrows on ramps at the current elevation.
 
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]


This controls "more" in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.
[SHOW_RAMP_ARROWS:NO]


[MORE:YES]
This number (from 0 to 8) determines how many elevations will be shown below the current elevation.
[DISPLAY_LENGTH:23]


Set this to NO if you do not want traps to affect you in adventure mode.  Cage traps are always disabled for now.
[NUMBER_OF_LOWER_ELEVATIONS_SHOWN:8]


[ADVENTURER_TRAPS:YES]
If you'd prefer to leave the history behind every engraving for your adventurers to discover, then set this to NO.


Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
 
[ADVENTURER_ALWAYS_CENTER:YES]
 
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).
 
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]


You can use these to say how nicknames are displayed in each mode
You can use these to say how nicknames are displayed in each mode
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Set this number to scale how often grazing animals need to eat.  Larger numbers mean less food is necessary.  Metabolism is always set according to the 3/4ths power of size.
Set this number to scale how often grazing animals need to eat.  Larger numbers mean less food is necessary.  Metabolism is always set according to the 3/4ths power of size.


[GRAZE_COEFFICIENT:100]</nowiki>}}
[GRAZE_COEFFICIENT:100]
 
This is the maximum dimension of the embark site for fortress mode.  It can be as high as 16, but you must have a lot of memory for that to work, so change this at your own risk.
 
[MAXIMUM_EMBARK_DIM:6]</nowiki>}}


== Баги ==
== Баги ==

Версия от 12:35, 22 декабря 2022

Многие из этих настроек детально рассматриваются здесь.
Файл

Folder-orange.svg Dwarf Fortress

Folder.svg data

Folder.svg init

Text-x-generic.svg d_init.txt

Файл d_init.txt можно использовать для внесения множества корректировок в поведение игры, таких как включение автосохранения или изменение лимита населения, а также применение некоторых техническиъ хитростей для повышения частоты кадров путем отключения функций вроде погоды и температуры.

Файл располагается в <Dwarf Fortress>/prefs/d_init.txt папки Dwarf fortress (или в .dwarffortress в домашней директории Dwarf Fortress на Arch Linux при установке через pacman). Изменения в файле вступают в силу после нового запуска игры и затрагивают все миры. Файл можно редактировать вручную или с помощью внешнего лаунчера, такого как Lazy Newb Pack.

Содержимое файла d_init.txt по умолчанию можно видеть ниже:

Настройки по умолчанию

Баги

  • В тексте комментариев к файлу говорится о том, что для монарха требуется 80 жителей, хотя на самом деле нужно 140.
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