
The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The first number is an absolute cap on the number of babies+children. This allows you to control the number of babies+children in your fortress. Both caps can be violated by a few special cases, like the arrival of the monarch if you qualify. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features. You can set the maximum population of your fortress here. 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. You can have your dwarves start/arrive without any labor types enabled here by setting this to NO. This controls the "IDLERS: " that is displayed in dwarf mode. I at the end inverts the material colors. The can be either an ASCII tile number or a character in quotes, like '#'. This controls the display of areas that are far below outside. The part has lost all structural integrity or muscular ability. An important function of the part is completely lost, but the part is structurally sound (or at least partially intact). Any muscular, structural or functional damage without total loss. Any damage that doesn't have functional/structural consequences (might be heavy bleeding though). Use these to set the color of wounded body parts. Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.Ĭhange this to YES to disallow pets from coffin burial as the default option. For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap). The others control how many tiles are removed for each combination type for any match at all. STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider - for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap. If you make the last numbers too large, pathfinding might lag.Īlter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container). The map size warning message will go by these numbers.Ĭhange these numbers to set the default weights for traffic designations. Removal might speed the game up in the case of temperature and weather.Ĭhange this to YES to output the reasons for world map rejection into a file.Ĭhange these numbers to make the embark rectangle start at a different size. Use these options to remove features from the game. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here). More restrictive world parameter settings override these. You can change the option below to ALWAYS and NO. Valid choices are ALWAYS, IF_POINTS_REMAIN and NO. This option controls whether or not your choice to embark has a confirmation window after you have selected any dwarves and equipment. Set this to YES if you want Dwarf Fortress to show the warning window for embark site selection even if there are no issues (as a way of confirming your choice). Set this to NO to make Dwarf Fortress remain in the saved pause state when you load an active game. If AUTOBACKUP above is set to YES, it will also create a copy of this new save. Set this to YES if you want it to save the game when you start a new fortress. Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves. 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. This updates your save at these intervals, so that some of your progress will be saved in case of system instability. AUTOSAVE can be set to NONE, SEASONAL or YEARLY. Use these to control the automatic saving behavior in the dwarf fortress mode of game. You should not, under anyĬircumstances, unpack a new DF on top of an older one. Versions, but you should not copy anything else. In general, you can copy savegames and tilesets from older DF WARNING: Do NOT copy over the d_init.txt from an earlier version of DF.Īlways read the file carefully, including the comments.
