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AI Settings
Matt Regul edited this page Aug 6, 2018
·
1 revision
- Using your preferred text editor...
- Open
df-ai.json
, located in the<<Dwarf Fortress>>/dfhack-config/
folder
Parameter | Description |
---|---|
camera |
true or false : Should the AI automatically follow dwarves it thinks are interesting?Default: "camera" : true
|
cancel_announce |
How many job cancellation notices to show.0 : none1 : some2 : most3 : allDefault: "cancel_announce" : 0
|
embark_options {...} |
Looking to control where the AI chooses to embark? See the "Embark Options" section below for a list of the location search parameters |
fps_meter |
true or false : Should the AI hide the FPS meter when in a menu? (the FPS meter is always hidden in lockstep mode)Default: "fps_meter" : true
|
lockstep |
true or false : Should the AI make Dwarf Fortress think it's running at 100 simulation ticks, 50 graphical frames per second? this option is most useful when recording as lag will not affect animation speeds in the CMV files. Notes: 1. Does not work in TEXT mode. 1. The game will not accept input while this is set to true .Default: "lockstep" : false` |
manage_labors |
Name of a DFHack plugin that manages labors, in quotes, or "" for no automated labor management. autolabor and labormanger are specifically supported.Default: "manage_labors" : "autolabor"
|
manage_nobles |
true or false : Should the AI assign administrators in the fortress?Default: "manage_nobles" : true
|
``no_quit` |
true or false : Should the AI keep the game running after it loses?Default: "no_quit" : true
|
plan_allow_legacy |
true or false : Should the AI use the legacy floor plan generator if it fails to generate a floor plan using blueprints?Default: "plan_allow_legacy" : true
|
plan_verbosity |
How much information about the blueprint should the AI write to the log?-1 : none0 : summary1 : room placement summary2 : placements that succeeded3 : placements that failed4 : exits being discardedDefault: "plan_verbosity" : 2
|
random_embark |
true or false : Should the AI automatically pick an embark location?Default: "random_embark" : true
|
random_embark_world |
The name of the region to embark on, between quotes, or "" to generate a new world.Default: "random_embark_world" : ""
|
record_movie |
true or false : Should the AI automatically record CMV files while it plays?Default: "record_movie" : false
|
world_size |
Size of World to generate0 : pocket1 : smaller2 : small3 : medium4 : largeDefault: "world_size" : 1
|
write_console |
true or false : Should the AI say what it's thinking in the DFHack console?Default: "write_console" : true
|
write_log |
true or false : Should the AI say what it's thinking in df-ai.log?Default: "write_log" : true
|
Looking to control where the AI chooses to embark? Here is a list of the various location search parameters.
Possible Values:
-1
is the equivalent to "N/A" (or none) 0
is the first option1
is the second2
is the third
... and so on.
"embark_options" :
{
"Aquifer" : 0,
"BottomlessPit" : -1,
"Chasm" : -1,
"Clay" : -1,
"DeepMetal" : -1,
"DimensionX" : 3,
"DimensionY" : 2,
"Drainage" : -1,
"Elevation" : -1,
"Evil" : -1,
"FluxStone" : -1,
"MagmaPipe" : -1,
"MagmaPool" : -1,
"OtherFeatures" : -1,
"Rain" : -1,
"River" : -1,
"Savagery" : 2,
"ShallowMetal" : -1,
"Soil" : -1,
"Temperature" : -1,
"UndergroundPool" : -1,
"UndergroundRiver" : -1
}
Here is a copy of the default settings.
{
// true or false: should the AI automatically follow dwarves it thinks are interesting?
"camera" : true,
// how many job cancellation notices to show. 0: none, 1: some, 2: most, 3: all
"cancel_announce" : 0,
// site finder options. -1 is "N/A", 0 is the first option, 1 is the second, and so on.
"embark_options" :
{
"Aquifer" : 0,
"BottomlessPit" : -1,
"Chasm" : -1,
"Clay" : -1,
"DeepMetal" : -1,
"DimensionX" : 3,
"DimensionY" : 2,
"Drainage" : -1,
"Elevation" : -1,
"Evil" : -1,
"FluxStone" : -1,
"MagmaPipe" : -1,
"MagmaPool" : -1,
"OtherFeatures" : -1,
"Rain" : -1,
"River" : -1,
"Savagery" : 2,
"ShallowMetal" : -1,
"Soil" : -1,
"Temperature" : -1,
"UndergroundPool" : -1,
"UndergroundRiver" : -1
},
// true or false: should the AI hide the FPS meter when in a menu? (the FPS meter is always hidden in lockstep mode)
"fps_meter" : true,
// true or false: should the AI make Dwarf Fortress think it's running at 100 simulation ticks, 50 graphical frames per second? this option is most useful when recording as lag will not affect animation speeds in the CMV files. the game will not accept input if this is set to true. does not work in TEXT mode.
"lockstep" : false,
// the name of a DFHack plugin that manages labors, in quotes, or "" for no automated labor management. "autolabor" and "labormanger" are specifically supported.
"manage_labors" : "autolabor",
// true or false: should the AI assign administrators in the fortress?
"manage_nobles" : true,
// true or false: should the AI keep the game running after it loses?
"no_quit" : true,
// true or false: should the AI use the legacy floor plan generator if it fails to generate a floor plan using blueprints?
"plan_allow_legacy" : true,
// number from -1 to 4: how much information about the blueprint should the AI write to the log? -1: none, 0: summary, 1: room placement summary, 2: placements that succeeded, 3: placements that failed, 4: exits being discarded
"plan_verbosity" : 2,
// true or false: should the AI automatically pick an embark location?
"random_embark" : true,
// the name of the region to embark on, between quotes, or "" to generate a new world.
"random_embark_world" : "",
// true or false: should the AI automatically record CMV files while it plays?
"record_movie" : false,
// 0: pocket, 1: smaller, 2: small, 3: medium, 4: large
"world_size" : 1
// true or false: should the AI say what it's thinking in the DFHack console?
"write_console" : true,
// true or false: should the AI say what it's thinking in df-ai.log?
"write_log" : true
}