24/07/2014-07/08/2014 - Tested in 40.06
Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.
You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack
Gems should be findable again
Military Castes and the pegasus ace fliers got innate morale bonuses
---
23/07/2014
Fixed Broken hooves not healing, tweaked pain from broken bones and bleeding a bit.
---
16-20/07/2014 - migrated to 40.04
Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.
---
15/07/2014
Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...
14/07/2014
Tweaked Orientation tag a smidgen to share the love :)
13/07/2014 - migrated to 40.03
------------
Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head
12/07/2014 - bugfixing on 40.02
------------
Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.
to do/next up:
Changeling Interactions
Leather/Meat
Can't wait for you to make a mod spotlight and a Let's Play :P
I've been thinking of making a noob's guide to Pony Fortress or something and maybe send a link to EqD, but i guess DF isn't the most approachable of games XD
I've been thinking of making a noob's guide to Pony Fortress or something and maybe send a link to EqD, but i guess DF isn't the most approachable of games XD
I believe the humans were the result going through the process of getting Lazy Newb to recognize My Little Fortress. Don't really know why since that only involves deleting everything in the DF folder that comes with it and pasting in everything from My Little Fortress. Genned a couple new worlds after doing a clean extraction and there aren't any humans in either.
Two things I noticed is that the ponies have dwarven names now. Or at least I think they are, I didn't play vanilla DF very long. Names like Nesteth Kobiddor, Sushsath Kozithina, Katdir Tunuredtul. Stuff along those lines. Also I'm not sure if this is right or not, I remember seeing actual pony sprites in a screenshot of Stonesense, but when I run it now I usually only get a name or if I'm lucky a P when a pony is supposed to be there.
EDIT: Found this to be odd that a pony with an operating scalpel cutie mark was a skilled thresher and miller. It's fun doing mental gymnastics to try and have that make sense.
[REACTION:CONDENSE_LIGHT_CLOUD]
[NAME:dilute clouds to light clouds]
[BUILDING:PONY_WEATHER_FACTORY:CUSTOM_C]
[REAGENT:light cloud schematic:1:TOOL:ITEM_TOOL_SCHEMATIC_LIGHT_CLOUDS:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:cloud:1:TOOL:ITEM_TOOL_CLOUD:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_LIGHT_CLOUD:NONE:NONE:NONE]
[SKILL:ALCHEMY]
[REACTION:MAKE_CRYSTAL_BOOTS]
[NAME:Forge Crystal Horseshoes]
[BUILDING:PONY_CRYSTAL_FORGE:NONE]
[REAGENT:crystal forging tome:1:TOOL:ITEM_TOOL_SCHEMATIC_CRYSTAL_FORGING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:crystal:4:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE]
[PRODUCT:100:4:ARMOR:ITEM_SHOES_CRYSTAL_BOOTS:INORGANIC:CRYSTAL]
[SKILL:ENCRUSTGEM]
[FUEL]
You partially fixed it, by changing the name in the reaction to ITEM_SHOES_CRYSTAL_BOOTS but it's still looking for it in the ITEM_ARMOR section of the items, instead of the ITEM_SHOES that it is coded into[REACTION:MAKE_CRYSTAL_BOOTS]
[NAME:Forge Crystal Horseshoes]
[BUILDING:PONY_CRYSTAL_FORGE:NONE]
[REAGENT:crystal forging tome:1:TOOL:ITEM_TOOL_SCHEMATIC_CRYSTAL_FORGING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:crystal:4:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE]
[PRODUCT:100:4:SHOES:ITEM_SHOES_CRYSTAL_BOOTS:INORGANIC:CRYSTAL]
[SKILL:ENCRUSTGEM]
[FUEL]
Might do the trick[ITEM_HELM:ITEM_HELM_CRYSTAL_HELM]
[NAME:helm:helms]
[ARMORLEVEL:2]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:4]
[REACTION:MAKE_CRYSTAL_HELM]
[NAME:Forge Crystal Carapace Helm]
[BUILDING:PONY_CRYSTAL_FORGE:NONE]
[REAGENT:crystal forging tome:1:TOOL:ITEM_TOOL_SCHEMATIC_CRYSTAL_FORGING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:crystal:2:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_CRYSTAL_HELM:INORGANIC:CRYSTAL]
[SKILL:ENCRUSTGEM]
[FUEL]
Ack, I keep forgetting about mentioning cross platform support... As I really only have access to windows, it's the only version I can officially support. However removing and replacing the RAW folder of a fresh mac client with the one from the mod should technically work. Don't just overwrite as I also remove some default files. Good luck, and let me know if it works!It works alright. I had to generate a new world but it was successful.
Hah, uhh.. they SHOULDN'T be doing that.. I don't suppose the other guy is a zombie or something?I started a fortress on that world unfortunately. Can I upload a copy region file on it for you to look at?
Ack, I keep forgetting about mentioning cross platform support... As I really only have access to windows, it's the only version I can officially support. However removing and replacing the RAW folder of a fresh mac client with the one from the mod should technically work. Don't just overwrite as I also remove some default files. Good luck, and let me know if it works!It works alright. I had to generate a new world but it was successful.
So I was reading Legends mode and uh,
(http://media.tumblr.com/tumblr_mbntjh2CHw1qhhmwi.tiff)
Something's up with the pony ethics.
Oh no, another ponymod.
Well, in fact, I don't care. But there is too many pony mods there now, i think.
[BUILDING:PONY_lIBRARY:CUSTOM_L]
She has survived, however, and is now the fort's Legendary Crutch Walker.
She has survived, however, and is now the fort's Legendary Crutch Walker.
...How in the world do ponies use crutches?
had all her kneecaps broken
She has survived, however, and is now the fort's Legendary Crutch Walker.
...How in the world do ponies use crutches?
(http://i47.tinypic.com/f34y1g.png)
The same way she's strapped a sword to her hoof, apparently. Bugger if I know.
I still remember Lace Lizard, the earth pony carpenter mason foal from the test fort I ran after I completed the cutiemark system who became legendary at both carpentry and masonry at the age of 6. She was 4 years old when she came to my fort.
...
She was awesome.
She's also wearing two cloaks. :PSo "light horseshoes" are what Applejack and Rainbow Dash throw, and "horseshoes" are what Celestia and Luna wear? It almost seems backwards.
It's because light horseshoes and normal horseshoes are different layers, I believe - horseshoes are ARMOR, light horseshoes are OVER, so it's like a dwarf wearing high boots over his socks or shoes - she came wearing the steel light horseshoes, and put the bronze ones over them when I told her to wear metal armor.
I still remember Lace Lizard, the earth pony carpenter mason foal from the test fort I ran after I completed the cutiemark system who became legendary at both carpentry and masonry at the age of 6. She was 4 years old when she came to my fort.
...
She was awesome.
That does sound pretty awesome. How did you get her to work as a foal? Was this with Therapist (does Therapist let you do that?), or are ponies considered adults at 4 in this mod?
You should make a note that ponies get offended if you try to trade turtles with them somewhere in the mod.
Ohh, I like those! The primary reason I haven't explored the graphical tileset is that it makes distinguishing different pony types a bit harder. I'll definitely add a link to those in the title post if you want tho :pA link in the title post? I'd be honored!
Working on changelings now as well as bluemagics seaweed idea looking pretty neat so far! Especially if an idea I had pans out.
Well, I just had an uber-badass migrate to my fortress. I have taken to calling him Captain Stone, for he is now Captain of the Ironflanks squad of my military.
We'll just let the descriptions speak for themselves with this guySpoiler (click to show/hide)
Well, I just had an uber-badass migrate to my fortress. I have taken to calling him Captain Stone, for he is now Captain of the Ironflanks squad of my military.
We'll just let the descriptions speak for themselves with this guySpoiler (click to show/hide)
This is the pony equivalent of Mean Son of a Bitch in Fallout New Vegas.
Every experienced miller I have received in migrant waves has had a cutie mark dealing with something medical, but they are described as being talented millers, and have the natural bonus to milling.
I'm frying my brain trying to name all 7 that arrived in the last wave. One's got a gastroscope as a cutie mark.
[TL_COLOR_MODIFIER:CM261:1:CM262:1:CM263:1:CM264:1:CM265:1:CM266:1:CM267:1:]
[TL_COLOR_MODIFIER:CM292:1:CM293:1:CM294:1:CM295:1:CM296:1:CM297:1:CM298:1:CM299:1:CM300:1:]
CM258 - CM267 = Miller
...
CM292 - CM300 = Doctor
Actually, do the ethics already affect that? Trading meat will tick them off, but does trading leather?
Bigger than now? D:No kidding, my computer goes into hysterics when I try to open that beast as it currently is. Once, I think it almost achieved sentience, but I killed it before it went anywhere... I hope. I'm afraid I'll rip open a hole in space-time trying to get into anything larger.
Been doing a bit of thinking. Maybe it wasn't the best choice to give them two front graspers if you have to use a complicated work around to do it (especially since the joints also offer up a few more places to get injured at). Perhaps another way to go about it would to instead make the tail graspable, that way ponies still have two main graspers like other races, with the unicorn horn having however many others. Just a thought.
One other thing I wish worked better was having [GRASP] and [STANCE] on the same body part. I tried that with the griffons and they ended up just treating said feet as feet, and were unable to pick up anything with them.
So giving ponies [GRASP] on their forelimbs will cause them to lose the ability to stand if one leg is crippled I believe, instead of the two normally needed for a pony. Possibly acceptable.
I found Nidokoenig's mod to have plenty of hilarity when it came to ponies and violence, so I'm sure this one has plenty as well. My personal favorite moment was when a filly Darth Vader force choked another berserking filly until she suffocated to death.
I seriously need to take a moment someday soon to check this mod out and see what all is different fron Nidokoenig's mod. That one, even after Dsarker's update, is pretty dated, if simple enough.
This is going to be funslaughteringpitting these things with a few hundred bronze colossi.
I'm going to enjoy ripping these things to shreds with my bare hands.
Oh then you will fit right in here then.
We all have unhealthy obsessions with killing and subjecting ponies to endless slavery here.
Lister, you are ofcourse welcome to tear my ponies to pieces if that's what gets you off, but if you enjoy inflicting suffering on ponies, try Valikdu's Rampage Edition, it has more gore :P
*****
earth pony teacher
[SELECT_CASTE:E_TEAC_M][SELECT_ADDITIONAL_CASTE:E_TEAC_M1][SELECT_ADDITIONAL_CASTE:E_TEAC_M2][SELECT_ADDITIONAL_CASTE:E_TEAC_M3][SELECT_ADDITIONAL_CASTE:E_TEAC_M4]
[SELECT_ADDITIONAL_CASTE:E_TEAC_F][SELECT_ADDITIONAL_CASTE:E_TEAC_F1][SELECT_ADDITIONAL_CASTE:E_TEAC_F2][SELECT_ADDITIONAL_CASTE:E_TEAC_F3][SELECT_ADDITIONAL_CASTE:E_TEAC_F4]
*****
[SKILL_RATES:TEACHING:105:16:32:32]
[SKILL_RATES:LEADERSHIP:100:8:16:16]
[SKILL_RATES:JUDGING_INTENT:105:16:32:32]
[SKILL_RATES:KNOWLEDGE_ACQUISITION:100:8:16:16]
[PERSONALITY:CHEERFULNESS:20:65:100]
[PERSONALITY:ASSERTIVENESS:25:55:100]
[PERSONALITY:ALTRUISM:50:85:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:10:50:100]
*****
Any chance of getting single pony type exclusive civ files as an addon? A civ each for earth, unicorn, and pegasus?Try Notepad++, it's perfect for opening text files of that size. It's what I use when I experiment with modifying the raws.
It's cannon from pre-equestria times.
It would be interesting having a unicorn exclusive fort, or an earth pony mega farm.
Plus one problem with this mod is it's REALLY hard for me to force myself to assign ponies based on my fortress needs, instead I end assign them based on caste strengths. If I only had earth ponies it wouldn't be a problem assigning one as a clothier
I'd do it myself but wordpad croaks trying to open a 10meg text document...
Haha, imma download this to see how much RAM it uses when loading the raws. Fortbent using a GB now...Wait, Dwarf Fortress uses more RAM if your raws are huge? No wonder some mods are unplayable for me.
Yeah, this here MLP mod uses twice as much RAM as vanilla, so far as I can tell.
Yeah, this here MLP mod uses twice as much RAM as vanilla, so far as I can tell.And my computer uses 360 MB of RAM just to run vanilla Dwarf Fortress. I have 768 MB of RAM and at any given time am using a minimum of 168 MB of RAM just to run the basic services I use in Windows XP. I essentially could not play something like My Little Fortress: Losing is !!MAGIC!! comfortably without upgrading my computer - something I don't have the money to do.
From what I can see here, the download should include the latest fixes, yes.
As awesome as Lycaeons and Valdiku's mods are, my heart and favorism still lies with Sorcerers Losing is Magic/Fanon is Magic.
I love the mods that keep it simple and focus on the care of your subjects rather than turning everything into an evil uber hell.
My favorite aspects of DF were never combat, slavery and killing, they are cooking, farming, healthcare and improvement of life. :)
[BODY:BASIC_3PARTARMS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
--> [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
--> [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
When I tried that, it oddly didn't work. I still had TK getting bucked off. The only solution I had was to make it internal, which surprisingly worked.
None of that makes sense except for the teenager part.The official MC forums are hosted and run by Curse, not Mojang. They make money via ad impressions and curse premium subs so it's in their best interest to keep the place lively and inoffensive, keep eyes coming back. They also use volunteer moderators, half of which show pretty bad spelling and grammar comprehension (while claiming to be in the US). Then there's the fact every controversial topic is deleted almost immediately, and the moderators will very gladly take sides in a copyright argument, usually in favor of the party demanding anything even remotely similar be removed.
Actualy, on this mod: It's funny when all three active pony mods for this game are suddenly at the top of the page. :PYou misspelled "awesome" there.
Wool into Fleece should be a fairly simple thing to addSweet, thanks.
https://dl.dropbox.com/u/19859133/weremole.png
whoooops, seems dropbox had crashed and hadn't synced my file yet... doh.. should work nowI have an old version of this mod.
yep, they dig and they CAN eat meat, but you can't tan hides and noone is particularly good at butchering, infact.. they're pretty bad.How am I supposed to supply my marksponies with leather gear?
I should probably point out: ponies don't have access to underground plants, they should still exist, but you have to get to the cavern layer and harvest them yourself, so complete underground isolation might be hard. Also: several of the ponies industries are based around surface plants.
The applebucking is a bit terrible actually, lots of bugs with it and it could honestly do with a redesign, but seeming we have fruit trees upcoming in the next df version it's not a priority. The problem is the speed of which a seasoned applebucker would produce apples, I ended up adding the sorting and basketing as a counterbalance. A single apple isn't a meal, you need ten quality apples to make a basket of apples at the sorting station. This is fairly labor intensive work, and if interrupted to hunt for vermin, you might not be able to keep up the food production.lol Well, what should be the main food staples? ie the Plump Helmets and Dwarven Ale.
There's also problems with several sorters working together, so apples will not likely be a huge part of any sizable forts food production without extensive use of burrows to prevent cancellation spam as the sorters tend to fight over apples
ponies will actually leave offended if you do that :P
However, I have made clothes from the fleece without issue. Aside from it cluttering up the workshops, since apparently they won't go into a stockpile. I may just keep spamming clothesmaking as a way to eat up the fleece. I set up several leatherworking shops just for that purpose. (Kinda of a funny bug though. I never thought I'd have to worry about having too much of anything.)
Anyway, thank you for the fun mod and for the fast responses!
[BUILDING:PONY_RAINBOW_REFRACTOR:CUSTOM_R]
ironwool has the same deflective properties as iron, but i think the layer is slightly thinner.
for the time being crystal is pretty close to steel, iirc the weapons are slightly sharper but the armor is a bit more brittle and slightly worse against blunt weapons compared to steel.
So.....Dire Timberwolfs?
Also, I'm leery of the pony that arrived last spring and immediately replaced our original mayor (shame on me I can't remember who the original was). Lots of skills, long list of former groups. Lists a wife and child who are not in the fort. I think I have a vampire on my hands. Nopony's been found drained of blood yet. Dunno what to do with him yet. Arrange an accident? Lock him in his room? (Normally I am very good to my ponies, but a vampire is dangerous.)
The problem with a mac version is that i have no way to check if everything is working, I do however have it on good authority that deleting and then replacing the raw folder from a mac install should work. I recommend phoebus if that is available for mac as some of the tiles have been changed in the raws to properly display with poebus.
I've had some time to do some more bugfixes and somehow decided to add gourds. Should be able to fix that up this coming week, and actually get that major bugfix version out. Perhaps with rudimentary changelings? who knows!
Also, I've got carrot seeds and can't plant them. (Are they forbidden in tropical areas?)
Thanks for the heads up Telgin, it does seem like I've missed adding that reaction (tho with the fleece you can now make it out of "leather" aswell)
I don't know what's up with the potatoes tho, you shouldn't have to mill them to get more seeds, if that is the case then It's probably best to leave out the milling as a plant feature and add it back through a reaction.
The quantity differs between item types. Generally speaking, cloth, thread, powder, bars and globs use numbers representing the size of material within one item, and everything else uses a static quantity. While REAGENT:A:10:THREAD:NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:10:TOY:NONE:NONE:NONE is ten unique, solid toy items.This is from df wiki and I actually checked. In the reactions_magicloom the quantity for reagent is 1, which produces 20000 fleece.
[REAGENT:B:1:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]to
[REAGENT:B:10000:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]At least this is what worked in my case.
I think I got the issue with thousands of fleece being made.
Namely:QuoteThe quantity differs between item types. Generally speaking, cloth, thread, powder, bars and globs use numbers representing the size of material within one item, and everything else uses a static quantity. While REAGENT:A:10:THREAD:NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:10:TOY:NONE:NONE:NONE is ten unique, solid toy items.This is from df wiki and I actually checked. In the reactions_magicloom the quantity for reagent is 1, which produces 20000 fleece.
I changed that to 10000 and lo and behold, the quantity of fleece made drops to 2.
So in order to repair that, all that you need to do is go to "raw/reactions_magicloom.txt" (in your main game and all worlds folders. Don't forget that! I actually lost half an hour trying to get what's wrong until I realised I've been only changing in the main folder and not in the world itself...) and changeQuote[REAGENT:B:1:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]toQuote[REAGENT:B:10000:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]At least this is what worked in my case.
And make sure to change the rest of cloth based reactions in the file. There are four of them including the one above.
Dunno if it's necessary to change other files though.
I hope I helped, cause I don't know if that's going to work for all.
Cheers!
Well I got the game to work but now when I play things are going so fast it's not even funny. I was kind of worried about things being slowed down from using a mod but instead I can't begin to fathom what's happening. Is there a way to slow things down? Cause this is going to be way too hard to keep track of when more ponies arrive.
Ooooorrrr... you can just simply delete the number and one colon on either side... that works too... can't believe I did not check it...
Hmm... that's... okay, wait let me check properly... right, it makes strange things going on... Though for the first 10 tries it miraculously worked like a charm... then started spewing out four pieces of fleece that suddenly turned into eight... gotta re-add that number...Ooooorrrr... you can just simply delete the number and one colon on either side... that works too... can't believe I did not check it...
...no you couldn't?
[BUILD_ITEM:1:TOOL:ITEM_TOOL_BLUEPRINT_RAINBOW_WORKSHOP:NONE:NONE]
And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.
And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.
That would be because the item is probably missing from the pony entity file. I don't remember the exact syntax, but compare it to the dwarven one from a vanilla install and you should see something about permitted items. Find the ones for training weapons and copy them over.
Just to be clear though, there's really no need for them anymore, unless you just want them there for flavor.
And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.
That would be because the item is probably missing from the pony entity file. I don't remember the exact syntax, but compare it to the dwarven one from a vanilla install and you should see something about permitted items. Find the ones for training weapons and copy them over.
Just to be clear though, there's really no need for them anymore, unless you just want them there for flavor.
Or if you're trying to get more axes and you don't have any metal.
Edit: I compared it to the cave wheat entry, and looks like this line is missing:
[MILL:LOCAL_PLANT_MAT:MILL]
I don't have time to test that this morning before work, but I suspect that's the problem.
Assassin Asha, thanks for pointing how to fix the bugged fleece interaction. Now if only we could puzzle out why the extract color options won't work.... I really wanted to make rainbow dye, not import it.
Dumb question but how do you process silk roses? Kind of want to make stuff at my clothiers but it's hard to without being able to grind them up.They are processed at farmer's workshop by "Process plants" command. You get thread and seeds. Thread can then be processed in loom to get silk cloth. It's automatic, so you should watch out if you need silk thread for some reason.
Assassin Asha, thanks for pointing how to fix the bugged fleece interaction. Now if only we could puzzle out why the extract color options won't work.... I really wanted to make rainbow dye, not import it.Now this. Well for starters in reactions_weather.txt the last option from the manual (9. Extract rainbow juice from rainbow) doesn't work because the reaction [REACTION:DISTILL_RAINBOW_JUICE] lacks name and building tags. Adding them correctly allows to generate jugs of rainbow juice. Not a big improvement, considering that I still can't use this juice to extract colors at extrapolator. Still red...
Just remember that one bag of dye will allow you to dye one thread/cloth. I am not aware whether or not this is correct. I never ventured into dyeing branch when playing vanilla DF so I got nothing to compare here.
I think it's 1 unit of dye/1 thread or cloth. Bags seem to contain up to 10 units of dye.Hmm... well from the reaction it doesn't seem like it. Not with those numbers. And it actually makes only one unit per bag. I will try different number combos. Unless only one dye/bag is a desired effect. Thanks for info, though. I am genuinely not aware of those amounts. Dunno why, but never even tried dyeing...
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:RED_DYE
Seems to give more dyes. When I changed this 1 to 10 it produced a bag with 10 units of dye. And then dyeing uses them one at a time. So you would have to change that in every reaction of making dye. I can't really think of something better now. A bit too late for that.Dumb question but how do you process silk roses? Kind of want to make stuff at my clothiers but it's hard to without being able to grind them up.
They are processed at farmer's workshop by "Process plants" command. You get thread and seeds. Thread can then be processed in loom to get silk cloth. It's automatic, so you should watch out if you need silk thread for some reason.
Edit: Welp, I tried to use process plant to mill the silk roses but it didn't work. Even tried using the process to x ones and nothing happened. Going to try a millstone and see if that solves it.
Some of the research x reactions require a specific skill. I think some of the buildings require Architecture, the cloth research requires Weaving, and the crystal stuff requires one of the Jewelry skills.
Still not seeming able to get anywhere with the crystal forge research even after turning on furnace operation, the smithing labors, gem setting and gem cutting. :/
Just downloaded this a couple days ago, and I've been having a ton of fun! I like the tools/challenge of building a wooden, above-ground fort, and the research requirement for most of the mod-specific builds is something far different than Vanilla. I also have to say I really love the odd-sized buildings like apple trees/q control, the bigger-than-average weather factory and library, and the truly massive Rainbow Refractor I've just gotten around to building.
A few things to note...
3: This might be based on the graphic packs, but some of the likes on the thoughts screen seem a bit scrambled up...Spoiler: like this (click to show/hide)
you need fuel to turn gems into crystal shards, which along with tomes let you unlock doing things with the crystals -- the "Crystalize an X value Gem" reactions are what you're looking for: they consume fuel and a gem to make one or more crystal shards.
For the apple-bucking to work, all you should have to do is set the "buck apples" reaction on repeat. The apple quality control should do all its work automatically. You should only have one control workshop, otherwise you get spammed with cancellation messages. And to speed things along, I set up stockpiles for apples and quality apples outside next to the trees and quality control. I forbid them from the indoor stockpiles just to avoid cancellation spam from hauling. I do allow baskets of apples inside.I have the apple trees working and on repeat, the problem is the sorting station. I set it to sort the apples, but the ponies don't even go to it, so it's pretty much not working.
ironwool has the same deflective properties as iron, but i think the layer is slightly thinner.
for the time being crystal is pretty close to steel, iirc the weapons are slightly sharper but the armor is a bit more brittle and slightly worse against blunt weapons compared to steel.
For the apple-bucking to work, all you should have to do is set the "buck apples" reaction on repeat. The apple quality control should do all its work automatically. You should only have one control workshop, otherwise you get spammed with cancellation messages. And to speed things along, I set up stockpiles for apples and quality apples outside next to the trees and quality control. I forbid them from the indoor stockpiles just to avoid cancellation spam from hauling. I do allow baskets of apples inside.I have the apple trees working and on repeat, the problem is the sorting station. I set it to sort the apples, but the ponies don't even go to it, so it's pretty much not working.
Building an exclusively above ground fort is a pretty large undertaking, and very pony. Even if you're not embarking in a particularly dangerous location or trying anything strange, it's a good distraction from a more typical underground fort.
My Little Fortress Sprite pack (18x18)
Now v.03Spoiler: Changelog (click to show/hide)
Well, I managed to throw together some sprites and get them working in Dwarf fortress today. Most of these sprites, however, were created from vectors from DA and are probably not optimized for dwarf fortress. In the Zip, I have provided a PSD with all the sprites I used.
The sprites:
(http://i.imgur.com/ugrPr.png)
(http://i.imgur.com/eoLIE.png)
SS showing the sprites in use.Spoiler (click to show/hide)
Cant seem to attach so here's the link: Sprite Pack (https://skydrive.live.com/redir.aspx?cid=862bf2423ae41ca6&resid=862BF2423AE41CA6!352&parid=862BF2423AE41CA6!150&authkey=!ALiuTYHEWcG699w)
I have included in the zip, the PSD with each of the individual sprites I used. I'm sure some of yall could do way better than me and so I encourage yall to spruce them up (especially since half way through I gave up on finding "appropriate ponies" and went with whatever ponies I had yet to use.) The sprites are 18x18 as I am using them with IronHands Graphics.
If you want to Downsample it to a different size, I'd recommend using the "Nearest neighbor" option as it preserves sprites quite well.
Getting the other items to stockpile is a slight issue, as there is no stockpile tag in the material system, but the stockpile data is added as a property of something else. There are a few tags that are a bit more generic and I could use them to add stockpiling for things like the fleece and crystal shards, but I need to look into that a bit more.
For small creatures such as humans and dwarves, paralysis tends to result in suffocation.Gotta use something else... paralysis is global... can't paralyse a limb or something...
You need a pony with gem-setting skill enabled to research crystal smithing, forging and working.
I'm still trying to get a new fort going. Having trouble genning a world with an embark I like the looks of. (No aquifer, plenty of metal, and preferably in a good biome, though I'll settle for a neutral one. I am not good enough to go anywhere near the evil biomes or dea; with aquifers.)
I'll make some changes to the entities and see if I can fix a rudimentary version of the changelings as more of a perma-war type civ.
Im not sure what would be best for the people that actually play this.. I can do several smaller incremental updates or fewer larger updates. With regards to how DF works Im guessing the latter is best, but I thought I'd check what people think.
Would it be possible to modify the script in such a way that Changlings have an attack that can remove random happy thoughts from their target, to simulate them feeding off their love?
You can use iron wool (is that the name?) as leather I think.It's fleece. Can be made at magic loom.
[SYNDROME]
[SYN_NAME:rainbow gas inhalation]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CLASS:PEGASUS]
[SYN_IMMUNE_CLASS:PRINCESS]
[SYN_INHALED]
[CE_UNCONSCIOUSNESS:SEV:10000:PROB:100:START:0:END:3600]
[CE_DIZZINESS:SEV:30:PROB:100:START:1:PEAK:50:END:12000]
[CE_DROWSINESS:SEV:40:PROB:100:START:1:PEAK:50:END:12000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_TYPE:GRASP:ALL:START:1:PEAK:50:END:8400]
[CE_SPEED_CHANGE:SPEED_PERC:50:RESISTABLE:START:1:PEAK:50:END:12000]
I don't even know, why it looks so strange in this code... [BODY:QUADRUPED_PONY:PONY_TAIL:2EYES:2EARS:2WINGS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[CASTE_TILE:'p']
[CASTE_SOLDIER_TILE:'P']
[DESCRIPTION:A pony with beautiful wings.]
[CASTE_NAME:pegasus pony:pegasus ponies:pegasus pony]
[BABYNAME:newborn pegasus foal:newborn pegasus foals]
[CHILDNAME:pegasus foal:pegasus foals]
[FLIER]
[SPEED:777]
[MAXAGE:75:120]
[POP_RATIO:100000]
and addXBB
BXB
XBB
With X being the empty space and B being non-movable space?BBB
BXB
BXB
As it seems to look like this when built.Bugfix posted, think I've caught everything mentioned in the thread at least.. now to find all the ones I've missed XD
OP is updated :D
I've found out how to fix the rainbow extrapolator, it should now require the proper blueprint instead of any item classified as "tool".
In raw\building_pony.txt search for "Rainbow Color Extrapolator". Below, just before the entry for the next building starts, there should be a line:Code: [Select][BUILD_ITEM:1:TOOL:ITEM_TOOL_BLUEPRINT_RAINBOW_WORKSHOP:NONE:NONE]
Change WORKSHOP to EXTRAPOLATOR.
With the next version of DF coming out in a month or two, we're going to need a regular pony mod that works in it!
I just don't understand...
I just don't understand...
Then theres only one thing to do, watch the show! It definitely wont brainwash you!
I just don't understand...
Then theres only one thing to do, watch the show! It definitely wont brainwash you!
Don't say that, if he doesn't want to watch it and just contemplate why people like it, let it be, I personally accept the fact that we like different things.
Now BLOOD FOR THE BLOOD GOD!
there si no equine language file. or I am just being dense ><
I don't know about butchering the dingo. Is it possible it was too small to give back butchering products?
Subterranean crop table:
|
Well, I know I'm going to enjoy getting back into DF with this mod...if I can get it running right.
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...
Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...
Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!
I'm a 29 year old male and I love Friendship is magic. Go read Fallout Equestria, shortly after Littlepip leaves Stable 2 you'll never think of either franchise the same way again.(HIGHLY GRAPHIC: RATED: Adults Only) When it comes to Friendship is Magic itself, it's own potential for utter darkness and despair becomes apparent in the first few episodes.
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...
Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!
I'm a 29 year old male and I love Friendship is magic. Go read Fallout Equestria, shortly after Littlepip leaves Stable 2 you'll never think of either franchise the same way again.(HIGHLY GRAPHIC: RATED: Adults Only) When it comes to Friendship is Magic itself, it's own potential for utter darkness and despair becomes apparent in the first few episodes.
Note: if you don't like ponies, don't do this. It'll make it far worse. If you already think of bronies as creepy, FO:E will make you think of them as psychotic.
Any ideas as to what this one alicorn should represent?
If you want to play this mod, I suggest you read the last few pages of the thread. There are some fixes that have been worked out since the last release.Yeah, I got around raws and applied most of those fixes, added some fixes to general DF from the wiki, added dragon babies(breeding dragons, YAY!)and some other thing I found(can't remember what, though) but I never got to the civilizations. For some reason I didn't feel like meddling with something I have no idea about and it's been weeks, if not months, since I played this...
Potatoes are still missing the tag for milling, and turnip seeds are still labeled radish seeds. (And lettuce juice is still misspelled. I know it's petty but spelling errors irk me.) Also, golden silk reaction is missing from the pony entity as are the cloth backpack and cloth quiver reactions.
For some reason, in inorganic_rainbow.txt, there is no [USE_MATERIAL_TEMPLATE:CLOUD_TEMPLATE] tag in the [INORGANIC:GREEN_SOLID] and [INORGANIC:GREEN_GAS] parts. You should add that. Dunno what their lack might cause, though.
[REACTION:MAKE_CLOTH_QUIVER]
[NAME:make cloth quiver]
[BUILDING:CRAFTSMAN:CUSTOM_Q]
[SKILL:CLOTHESMAKING]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10000]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[REACTION:MAKE_CLOTH_BACKPACK]
[NAME:make cloth saddlebag]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_Q]
[SKILL:CLOTHESMAKING]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10000]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[REACTION_CLASS:TANNABLE]
[PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:LEATHER]
[SKILL:TANNER]
[AUTOMATIC]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEEDS]
[PRODUCT:20:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEEDS]
into [PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:COCOA_BEAN:SEED]
[PRODUCT:20:1:SEEDS:NONE:PLANT_MAT:COCOA_BEAN:SEED]
And there you go!changeitem force material PLANT:COCOA_BEAN:SEED
This will switch those 'seeds' into cocoa seeds.
Sooooo, I guess I'm not dead... whoo?
Work has been busy as usual and I've not really felt like more scripting when I got home so I haven't really been modding or playing DF in a couple of months.. Ran into an issue with the changelings which I'm not really sure how to solve, they just.. don't spawn in worldgen... tried copying the pony entity and placing the changelings in place of ponies and no go, I think it has something to do with their current breeding setup (only queens lay eggs, and she lays a lot) So I guess I need to work on that for a bit.
Got some downtime this weekend, and I'm going to try to work out some of these kinks and stuff, maybe I'll even get that version I've been promising for half a year out XD
When the next version of DF comes out I might strip this mod down a bit and release it as a barebones pony mod, probably without stuff like research and the like.
I've seen there are some comments on certain design decisions I've made, stuff like butchering being disabled is intentional, this mod's scope does not extend beyond the pony civ.
As there's no way to get ponies to NOT eat meat, so I decided to just disable it together. In the show all hooved animals are sentient and can talk.. don't eat them :P
Updated my files with some reaction fixes by Asha and Telgin, going to look into that missing cutie mark for alicorns now.
Well, it does seem difficult. Even basing off of antmen it looks tricky as they don't seem to reproduce... which is weird. Or I am misreading tags.Am I the only one for whom this seems somewhat rude? I don't even know how do I manage to sound like that when I genuinely wish to help... My apologies... :(
I might try making some changes myself. Will report if I get anything.
Edit:
Yeah, misreading everything, apparently. It's a bit too late it seems. Gotta sleep... if you got some rough version of Changelings I might try making it work. Creating them from scratch is gonna take a while, so it won't be helpful for quite some time.
Night, Y'all!
I could definitely use some playtesting done, as soon as I've got that changeling issue sorted I'll throw you a PM or something. It's mostly bugfixes this time around but I have a history of letting pretty nasty bugs through XD
I've done specific design desicions that made sense for the mod I tried to make, It does not support adventure mode as there are 200 castes to choose between, and it does not support griffins as playable. You are ofcourse free to change either of these for your own install but I won't compromise on the goals of the mod to support something I am not including myself
I just remove a tag from the tissue that gives the hidesStrange, I do remember my ponies butchering a honey badger and getting its skin... true, they couldn't tan it but it was there... unless it's a different thing and I am showing my terrible lack of basic modding knowledge.
broodmother
I like the idea of broodmother tho, definitely changing the changeling civ leader position to that.
I think the idea at the moment is to make interactions that lets them copy a pony, confusing anypony nearby for a time, reducing their stats slightly or something, still need to work on that.
Broodmother is not exactly invented by starcraft, it's an insectile thing.
[INTERACTION:STEALTH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:HIDE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[CAN_DO_INTERACTION:STEALTH]
[CDI:ADV_NAME:Hide]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_TYPE:HORN]
[CDI:VERB:fade into the shadows:fades into the shadows:NA]
[CDI:WAIT_PERIOD:100]
[CDI:FREE_ACTION]
I think you'll need uncut gems for this actually, I'll have to double check this once I have access to my files tho. If that is the case I'll see about adding a reaction to crystalize a cut gem as well
[REACTION:CRYSTALIZE_GEM_LOW]
[NAME:Crystalize A Low Value Gem]
[BUILDING:PONY_CRYSTAL_FORGE:L]
[REAGENT:Low Value Gem:1:NONE:NONE:NONE:NONE]
[REACTION_CLASS:GEM_LOW_VALUE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE:NONE]
[FUEL]
[SKILL:CUTGEM]
[INORGANIC:ONYX]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[b][REACTION_CLASS:GEM_LOW_VALUE][/b]
[MATERIAL_VALUE:2][DISPLAY_COLOR:0:7:1][TILE:169][IS_GEM:onyx:onyxes:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:2650] Common to quartz gems
[STATE_COLOR:ALL_SOLID:BLACK]
So, uh. I'm having a bit of the problem with the Crystal Forge: I can't make crystal shards. Apparently I need a low/high/medium/whatever value gem, plus some fuel. I'm practically drowning in coke, though, so clearly the fuel isn't the problem. Is there anything I might be doing wrong, like maybe I should be using cut gems or a different type of gem or something?
[PROFESSION_NAME:AXEMAN:achangeling axeman:changeling axemen]
[MANNERISM_LEG:leg
Doubt that this effects anything, but there it is.Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.Also there is a bug in adventure mode that forces you to put on socks and books in that order: sock, boot, sock, boot.
yikes, tortured for hours by changelings... unfortunately helmets are always open faced in DF so facial features are not protected by helmets. I think cheeks are actually the only external part, as ponies have muzzles and i deleted the seperate "nose".
[STATE_NAME_ADJ:LIQUID:lettuc juice]
You may want to check your INORGANIC_STONE_GEM.txt file, see if the reaction class is there.. otherwise you may have to change the reaction to accept any gem, or replace the gem raws and regen the world.
[BLOCK:1:0:1:1]
[BLOCK:2:1:0:1]
[BLOCK:3:0:1:1]
Is this supposed to be like that? As in, the entryway is through the shelves? [BLOCK:1:1:1:1]
[BLOCK:2:1:0:1]
[BLOCK:3:1:0:1]
So that there is only one way to enter, from the south?hah, pretty interesting numbers there.. I wonder why unicorns do better against the changelings in general.. might be due to their stabby horns i guess.
Yes, double post, not the first one at that, but just look at this beauty! That's how we deal with snatchers!
(http://i.imgur.com/5ioCH4n.png)
Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)
Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)
Only 10 minutes looking at TVTropes? You got off easy :P
Or just have no stockpiles that accept blueprints at all and they will get carried to the right workshops and left there.Only then you cannot designate a stockpile to give to those workshops, else you won't be able to give it a job, as it refuses to see the blueprint in the workshop itself. Granted, you can set it via job manager and I suppose when you use those give/take orders you are making it automatic because you now use the manager, but still...
Table of ranged weapons: (count: 3)
|
Fun mod. I got it installed, and working great on Linux. Everything seems to work fine, but I have one last issue with stone sense. All the ponies just use the generic Male model in different colours. None of them show manes, tails, wings, or horns. Which file needs to be fixed?
<subsprite sheetIndex="107" zoom="2" equipment_class="ARMOR" equipment_name="ITEM_ARMOR_BREASTPLATE" color="equipment"/>
<subsprite sheetIndex="72" zoom="2" equipment_class="GLOVES" equipment_name="ITEM_GLOVES_GAUNTLETS" color="equipment" pattern_index="0"/>
<subsprite sheetIndex="75" zoom="2" equipment_class="GLOVES" equipment_name="ITEM_GLOVES_GAUNTLETS" color="equipment" pattern_index="1"/>
New | Old |
(http://i.imgur.com/RWN15nB.png) | (http://i.imgur.com/Jsu7PLB.png) |
(http://i.imgur.com/4BR3FhY.png) | (http://i.imgur.com/HmTAwT5.png) |
(http://i.imgur.com/m5paO2v.png) | (http://i.imgur.com/cCiwF8b.png) |
(http://i.imgur.com/FHZCYtx.png) | (http://i.imgur.com/3fsjWrm.png) |
(http://i.imgur.com/RFaapHu.png) | (http://i.imgur.com/hi5UAOS.png) |
(http://i.imgur.com/EAQ0DhO.png) | (http://i.imgur.com/Dz6yQX8.png) |
(http://i.imgur.com/KfuFkGk.png) | (http://i.imgur.com/4s7NcXy.png) |
(http://i.imgur.com/szwo37Q.png) | (http://i.imgur.com/cr9YfQ8.png) |
Hi guys, I have a question. Eltrion is configuring stonesense for a pony mod (http://www.bay12forums.com/smf/index.php?topic=117374.msg4703536#msg4703536). It more or less already works, but how do you add clothes to the xml file? Let's assume there are armour and helmet sprites for now. Currently there is a script that generates a 700 kB xml for hundreds of castes. Would adding worn equipment cause a combinatorial explosion of rules? Is there a manual for writing variants? It may be better if you answer in the linked thread.
(http://i.imgur.com/4IJGVQz.png)
<subsprite sheetIndex="80" zoom="2" equipment_class="PANTS" equipment_name="ITEM_PANTS" color="equipment"/>
equipment_class="HELM" equipment_name="NONE"
should be added to all the head-hair to keep it from displaying when there is equipment worn on the head (there are examples of this in the file I linked)I haven't played this mod yet but i downloaded it and looked around in the raws a bit and found that the standard pony civ has torture for fun set as acceptable in the ethics.
There are the Stonesense sprites earlier in the thread, but I'm not aware of any tilesets specifically for the pony mod.Ah, okay. I've never used Stonesense, but I'd seen what I thought were tiles here and there, so I was just wondering.
> I finally got around to picking a place to embark but when I started Stonesense it's just the default sprites. How do I change them to the pony ones?
Stonesense is not a part of this mod, so you have to install the pony sprite pack separately. Basically just download https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_creatures.zip extract it in some directory and put it's index.txt into some index.txt in stonesesne. It's probably easiest to keep MLP stuff in stonesense/creatures/MLP, then add line "MLP/index.txt" to index.txt in stonesense/creatures
> Are there Pony spritesWell actually you can only assign sprites to jobs and nobles, which is why no tilesets have female dwarves or anything like that in them. So it would either be quite a bit simpler to make a tileset, or impossible depending on your requirements.
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
You know... I'd never considered the "no female Dwarves" thing... I'd just thought DF went with the "female Dwarves have beards" trope.> Are there Pony spritesWell actually you can only assign sprites to jobs and nobles, which is why no tilesets have female dwarves or anything like that in them. So it would either be quite a bit simpler to make a tileset, or impossible depending on your requirements.
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
Female dwarves actually don't have beards by default in DF, believe it or not.However in the raws the dwarves have a tutorial for creature modding and you're told to give female dwarves beards.
> Are there Pony spritesWell actually you can only assign sprites to jobs and nobles, which is why no tilesets have female dwarves or anything like that in them. So it would either be quite a bit simpler to make a tileset, or impossible depending on your requirements.
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
You know, I'm worried the author's abandoned us. I don't think he's made a post in this thread since last year.
At least we know we probably haven't suffered author existence failure. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AuthorExistenceFailure) I do hope he'll come back whenever real life isn't getting in the way.You know, I'm worried the author's abandoned us. I don't think he's made a post in this thread since last year.
Half a year exactly (http://www.bay12forums.com/smf/index.php?topic=117374.msg4535753#msg4535753), last date active was last month.
I am fully committed to updating/remaking this mod for the new version as soon as it's released.
if you can get me some suitable numbers I can mass replace the ones already in, just post whatever in here.
creature_standard_pony
[OBJECT:CREATURE]
[CREATURE:DRAGON]
[DESCRIPTION:A gigantic reptilian creature. It is magical and can breath fire. These monsters can live for thousands of years.]
[NAME:dragon:dragons:draconic]
[CASTE_NAME:dragon:dragons:draconic]
[CREATURE_TILE:'D'][COLOR:2:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[BIOME:ANY_LAND]
[FREQUENCY:5]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[FIREIMMUNE_SUPER]
[FLIER]
[FANCIFUL]
[MEGABEAST][DIFFICULTY:10]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:FIRE]
[SPHERE:WEALTH]
[CURIOUSBEAST_ITEM]
[NOFEAR][NOEXERT]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:50]
[BONECARN]
[PREFSTRING:terrible majesty]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:1000:0:25000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ALL_ACTIVE]
[MENT_ATT_RANGE:MEMORY:3000:3500:3750:4000:4250:4500:5000]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[LAIR:SIMPLE_BURROW:100]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:6100]
[CLUTCH_SIZE:1:3]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1:RED:1:BLACK:1:BLUE:1:WHITE:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:GREEN:1:RED:1:BLACK:1:BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]
[CREATURE:COLOSSUS_BRONZE]
[DESCRIPTION:A gigantic magic statue made of bronze and bent on mayhem.]
[NAME:bronze colossus:bronze colossuses:bronze colossus]
[CASTE_NAME:bronze colossus:bronze colossuses:bronze colossus]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:METALS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[BODY:QUADRUPED_PONY:2EYES:2EARS:NECK]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE]
[ITEMCORPSE_QUALITY:5]
[DIURNAL]
[LAIR:SHRINE:100]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[CREATURE:GIANT]
[DESCRIPTION:A gigantic creature resembling a pony, almost unparalleled in size.]
[NAME:giant:giants:giant]
[CREATURE_TILE:'G'][COLOR:3:0:0]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][SLOW_LEARNER][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:height]
[BIOME:ANY_LAND]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[SPHERE:FOOD]
[SPHERE:STRENGTH]
[BODY:QUADRUPED_PONY:PONY_TAIL:2EYES:2EARS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:MANE_HAIR:MANE_HAIR_TEMPLATE]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[USE_TISSUE_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:MAGIC:MAGIC]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:3000000]
[BODY_SIZE:12:0:9000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] [APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:newborn giant foal:newborn giant foals]
[CHILD:12]
[GENERAL_CHILD_NAME:giant foal:giant foals]
[EQUIPS]
[DIURNAL]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE_NAME:giantess:giantesses:giantess]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_NAME:giant:giants:giant]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:MANE_HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:mane and tail:PLURAL]
[CREATURE:CYCLOPS]
[DESCRIPTION:A giant equine monster with a single eye set in its forehead.]
[NAME:cyclops:cyclopes:cyclops]
[CASTE_NAME:cyclops:cyclopes:cyclops]
[CREATURE_TILE:'C'][COLOR:4:0:1]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:single eye]
[BIOME:ANY_LAND]
[SPHERE:LIGHT]
[SPHERE:LIGHTNING]
[SPHERE:LONGEVITY]
[SPHERE:MINERALS]
[SPHERE:STRENGTH]
[SPHERE:THUNDER]
[BODY:QUADRUPED_PONY:PONY_TAIL:1EYES:2EARS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:MANE_HAIR:MANE_HAIR_TEMPLATE]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[USE_TISSUE_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:MAGIC:MAGIC]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:2000000]
[BODY_SIZE:12:0:8000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] [APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:newborn cyclops foal:newborn cyclops foals]
[CHILD:12]
[GENERAL_CHILD_NAME:cyclops foal:cyclops foals]
[EQUIPS]
[DIURNAL]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:SINGULAR]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:SINGULAR]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:MANE_HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:mane and tail:PLURAL]
[CREATURE:ETTIN]
[DESCRIPTION:A giant equine monster with two heads.]
[NAME:ettin:ettins:ettin]
[CASTE_NAME:ettin:ettins:ettin]
[CREATURE_TILE:'E'][COLOR:6:0:1]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:arguing heads]
[BIOME:ANY_LAND]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[SPHERE:SPEECH]
[SPHERE:STRENGTH]
[BODY:QUADRUPED_PONY_NECK_2HEAD:PONY_TAIL:2EYES:2EARS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:MANE_HAIR:MANE_HAIR_TEMPLATE]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[USE_TISSUE_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:MAGIC:MAGIC]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[NOSTUN]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:2000000]
[BODY_SIZE:12:0:8000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:newborn ettin foal:newborn ettin foals]
[CHILD:12]
[GENERAL_CHILD_NAME:ettin foal:ettin foals]
[EQUIPS]
[DIURNAL]
[MULTIPART_FULL_VISION]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:MANE_HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:mane and tail:PLURAL]
[BODY:QUADRUPED_PONY_NECK_2HEAD]
[BP:UB:torso:torsoes][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1750]
[BP:LF:left flank:left flanks][CON:UB][LIMB][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RF:right flank:right flanks][CON:UB][LIMB][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RNK:right neck:STP][CON:UB][RIGHT][CATEGORY:NECK]
[DEFAULT_RELSIZE:300]
[BP:LNK:left neck:STP][CON:UB][LEFT][CATEGORY:NECK]
[DEFAULT_RELSIZE:300]
[BP:RHD:right head:STP][CON:RNK][RIGHT][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:LHD:left head:STP][CON:LNK][LEFT][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUFL:right upper foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLFL:right lower foreleg:STP][CON:RUFL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:RFF:front right hoof:front right hooves][CON:RLFL][STANCE][RIGHT][GRASP][LIMB][EMBEDDED][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:80]
[BP:LUFL:left upper foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LLFL:left lower foreleg:STP][CON:LUFL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:LFF:front left hoof:front right hooves][CON:LLFL][STANCE][LEFT][GRASP][LIMB][EMBEDDED][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:80]
[BP:RUHL:right upper hindleg:STP][CON:RF][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLHL:right lower hindleg:STP][CON:RUHL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:RFH:rear right hoof:rear right hooves][CON:RLHL][STANCE][RIGHT][LIMB][EMBEDDED][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:80]
[BP:LUHL:left upper hindleg:STP][CON:LF][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LLHL:left lower hindleg:STP][CON:LUHL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:LFH:rear left hoof:rear left hooves][CON:LLHL][STANCE][LEFT][LIMB][EMBEDDED][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:80]
That will make them need to eat and drink, though. I'm not sure how does it interact with grazing.
Changelog:
13/07/2014 - migrated to 40.03
------------
Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head
12/07/2014 - bugfixing on 40.02
------------
Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.
to do/next up:
Changeling Interactions
Leather/Meat
Wood Blocks -> Wood Planks
The show seemed to treat its one example of a centaur as a unique entity, considering his brother looks nothing like him.
Foreign soldiers have redundant names, like "Changeling Drone Changeling Crossbowman" or Zebra Spearzebra".
Foreign soldiers have redundant names, like "Changeling Drone Changeling Crossbowman" or Zebra Spearzebra".
I'm not sure of the Zebras but I fixed the Changeling redundancy in my version so they would be listed as Changeling Crossbowling or Changeling Swordsling. Much better in my opinion.
Hello modder, Now i was wondering why you don't take the raws of a more successful or complete mod like Friendship is Magma or fanon is magic(which has cutiemarks)
see why try to do your own when these mods are just begging for a resurrection.
Hello modder, Now i was wondering why you don't take the raws of a more successful or complete mod like Friendship is Magma or fanon is magic(which has cutiemarks)
see why try to do your own when these mods are just begging for a resurrection.
And now it's apparently My Little Fortress.
Hetairos, What are the zebras wearing, and who Sieged you earlier? were they using any equipment at all?
Differentiate
Make earth ponies stronger/better at hauling and the only ponies that can gain farming skills. Make unicorns weaker, but able to compensate with magic. I.. honestly have no idea what to do with pegasi outside the weatherpony/alchemy stuff.. Military/training/leadership? fits with lore i guess but pigeonholes them a bit (pun not intended)
*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
I'll probably make two sets, so that people can have meat in adventure mode if they so desire (but seriously, there's food EVERYWHERE now) but default will be no meat and leather.
Instead of butchering animals, perhaps we could spay/neuter pets for population control? it's possible to do that with reactions.
Can there be a guide to this mod? I'd love to play it but I don't know what to do or how to properly start.
For leather, research the magic loom. That will let you make fleece from wool, which counts as leather. We need a reaction that will produce something that counts as bone, so ponies won't need to slaughter animals at all.
I'll probably make two sets, so that people can have meat in adventure mode if they so desire
Will bonecarving moods still trigger if the relevant reaction is removed from the pony entity?I don't know. Testing may be required unless someone already has the answer.
CHANGELOG:
16-20/07/2014 - migrated to 40.04
Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.
15/07/2014
Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...
14/07/2014
Tweaked Orientation tag a smidgen to share the love :)
13/07/2014 - migrated to 40.03
------------
Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head
12/07/2014 - bugfixing on 40.02
------------
Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.
to do/next up:
Changeling Interactions
Leather/Meat
Bad news is that pegasi have a tendency to pathfind through tree branches and end up dropping their carried item up in the tree.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.
Delete language_words.txt and gen a new world. That won't solve the problem entirely and will turn axeponies into axemen and so on, but there's improvement.
Pheonix, do you still have that save? Any chance you can check what caste he is using Therapist?
I'm thinking silkworms maybe?
Ponies and zebra 100000
griffons 125000,
diamond dogs between 65000 (digdog) and 150000 (bigdog)
changelings 75000 (drones) 125000 (soldiers) 150000 (breeder) 175000 queen
buffalo 400000
I'm thinking silkworms maybe?Silkworms could work very well. I'm thinking they would work like bees maybe. (i.e. requiring a sort of 'hive' and a silk work to start production of the silk)
Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..
in the current versionCode: [Select]Ponies and zebra 100000
griffons 125000,
diamond dogs between 65000 (digdog) and 150000 (bigdog)
changelings 75000 (drones) 125000 (soldiers) 150000 (breeder) 175000 queen
buffalo 400000
Started the rework of the gem system, instead of "crystalizing" gems which is in the current version, I'll be using magic gems as part of items. I've also cut down the amount of gem types dramatically.
Currently there are five gems, Sapphires, Rubies, Emeralds, Amethysts and Diamonds, and they come in five different quality ranges, Faded, Dull, Normal, Shining and Illustrious.
Each gem type will grant different bonuses at different strengths, depending on item and gems used.
For instance, a silk cloak inlaid with two shining rubies and an illustrious diamond could grant [FIREIMMUNE]... tho this will require DFhack and the material syndrome plugin to work.
Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..
As for size I'm still looking at the balance. Making them smaller and more reliant on magic and teamwork would be fun, but will probably require dfhack to fully utillize
There is a reason they are called 'little' poniesUp until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..As for sizes, though, that image ref is pretty compelling. I'd had the impression that the ponies were about the size of real-world ones...
On the issue of scale... I fiddled around with the horse volume and then rescaled that to the G4 MLP characters based off of the size charts floating around. I got roughly 62500 Urists(I think cubic cm) out of it. slightly larger than a Dwarf, by volume(scaling and the square-cube law are annoying... grumble, grumble).
I haven't figured out good relsize numbers for Pony Body parts yet-- still trying though.
[COLOR:1]
[NAME:mysterious]
[WORD:BLACK]
[RGB:0:0:0]
are any of the castes calling that color descriptor?Good old duped raws. Do you see anything useful in your error log?
I'm not going to lie, it would be nice if the CMs played more of a role in the game.
Pegasi don't explode, at least not often enough for me to notice. I had a random pony jump into a murky pool for no discernible reason and break his/her spine, though.
Cutiemarks do make quite a difference already both in terms of skills (for most CM castes), stats and personality (for a select few)I'm coming from this: http://www.bay12forums.com/smf/index.php?topic=118893.msg3953300#msg3953300 where CMs can more than double a learning rate, but that's probably a bit much. 10-25% is not that impressive and even insufficient to override racial penalties. I remember when Pony mod had up to 130 learning rates from just the race, so I wonder why you toned it down so much that it is hardly worth it to even keep track of CMs. In FoE getting a military class or an "extra-magical" unicorn was something that I looked forward to with each migrant wave. It was balanced by having multiple "social" CMs that weren't much good for anything.
In general they improve the skill between 10% for a non favored skill and 25% for a class favored skill, depending on amount of skills improved.
INNATE
110:NONE:NONE:NONE
FAVORED
90:16:32:32
GENERIC
50:8:16:16
UNFAVORED
25:8:12:12
DISABLED
0:1:1:1
Code: [Select]INNATE
110:NONE:NONE:NONE
FAVORED
90:16:32:32
GENERIC
50:8:16:16
UNFAVORED
25:8:12:12
DISABLED
0:1:1:1
Disabled is used for things that should not be skillable, like alchemy for non-pegasi, and butchering.
Found this helpful pic that shows all the major families of gemstones
http://2.bp.blogspot.com/-YvMqmrV10WY/UN3aEdVesMI/AAAAAAAAAAY/ZnrM7eyrr5g/s1600/precious-gemstone-names.gif
I have one request. Armour User gains are the slowest of all military skills (unless using danger rooms withhout shields or something), so please make it at least INNATE for all ponies. Preferably 500% and no rust. In my experience it is that bad.I'm not sure about this... There should be some training needed, but the no rust would be a decent idea since in most situations armor isn't constantly trained... also I'm pretty sure someone wouldn't forget how to use armor so no rust would make sense.
24/07/2014-07/08/2014 - Tested in 40.06
Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.
You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack
Gems should be findable again
Military Castes and the pegasus ace fliers got innate morale bonuses
---
This (http://www.bay12forums.com/smf/index.php?topic=141440.0) the plant mod you were talking about?
Quick Question, at what age are ponies considered 'Old' and at what age do they die? (This is an important piece of info i need for my MLF story thread)[BABY:1]
Does MLF still have that sprite pack for the Stonesense plugin? I really liked using it for taking pictures to show other people.
I wonder what design change the new tree/fruit system will have on Apple BuckingMy guess? It's not just Apples that'll get bucked now. 8)
No, the reaction is just missing from the entity file. Three reactions, to be precise: brewing from plants and fruit, and making oil from fruit. Have a hotfix (https://drive.google.com/file/d/0B8RI0RsIbBX7TmlBUjV3UDAzQ0U/view?usp=sharing).
As far as I know ponies are not alcohol-dependent, so they don't find booze as essential as dwarves do, but it helps keep them content.
the pony mods don't have the gigantic breadth or dependency on DFHack that some of the other large mods have.
So now without seeds, there's no more drinks, and no more food.In my opinion, that is a feature. :P
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
So now without seeds, there's no more drinks, and no more food.In my opinion, that is a feature. :P
Anyway, to hotfix this (I think), copy this into REACTION:BREW_DRINK_FROM_PLANT:Code: [Select][PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
whoops, fixed now, I just went a bit overboard with changing the URL and accidentaly the whole thing.
Changelings are not playable in fortress mode, they don't have any buildings or skills or anything like that set up. I think they would play quite a lot differently to the ponies what with being a hive structure with tons of minions and all that.
Does the game still come with its own sprites for the ponies and other things included? Or am I even thinking of the right thing? I remember playing with them at one point but maybe that was Stonesense stuff.
I understand that my fixes are included in the most recent version and no longer need to be provided separately.Does the game still come with its own sprites for the ponies and other things included? Or am I even thinking of the right thing? I remember playing with them at one point but maybe that was Stonesense stuff.
That was Stonesense. The sprites might be still out there somewhere, but I can't vouch for their compatibility.
(http://i.gyazo.com/7c3bb4eff82d25617b20aed8c10ccbf0.png)
They're getting a lot of unhappy thoughts, and they're upset and going to talk to the leader and stuff. They're just not tantrumming. I've left this fort without food, drink, beds, corpse cleanup, dining room or anything and I keep getting migrants before everyone can starve. Some of them are starving to death, one got killed by a ghost, but I'm not even getting single tantrums, let alone ponies straight going insane.
There is, it's just more personality changes. I don't remember the exacts, but I believe there's anger propensity and cheer propensity personality traits at least and those affect chances in the way one would expect.(http://i.gyazo.com/7c3bb4eff82d25617b20aed8c10ccbf0.png)
They're getting a lot of unhappy thoughts, and they're upset and going to talk to the leader and stuff. They're just not tantrumming. I've left this fort without food, drink, beds, corpse cleanup, dining room or anything and I keep getting migrants before everyone can starve. Some of them are starving to death, one got killed by a ghost, but I'm not even getting single tantrums, let alone ponies straight going insane.
You know it might make a little sense for ponies to not spiral into murderous rages… though becoming too depressed to work or do anything and just letting themselves die is another story. Now I wonder if there’s a way to make this true. To make them less likely to go into a murder spree and more likely to just give up on life.
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.
Stopped certain situations where you could be stuck in the air above certain tiles.Well, this one is a win for this mod. Hopefully.
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.
So I guess this means you're planning on removing the apple tree building since it's been rendered obsolete by the advent of apple (and other fruit) trees that produce apples (and other fruits) that can be picked in the core game.
Though there still isn’t a way in game to plant your own orchards yet… I think. But that’ll probably come when it comes. (Possibly not for a long time but whatever)
From patch notes for version 0.40.24:QuoteStopped certain situations where you could be stuck in the air above certain tiles.Well, this one is a win for this mod. Hopefully.
So I know this might be a bit odd but... Well. I'm trying to cause a tantrum spiral. Small problem. I can't. I know ponies are friendship, love, and harmony... But...
Well when you're hanging out over the corpses of starved companions rotting in the dining hall, and you're in the mason's shop making coffins for all the dead while standing on top the prior mason assigned to the task that is rotting away beneath you... And you're just unhappy, not freaking out. Well, I think some tuning needs done somewhere.
But seriously the mental image of a gloss-eyed unicorn carefully shaving down stone with horn magic while a dead earth pony is draped half-inside a mostly finished coffin.... Only in Dwarf Fortress, man.
With the new fruit and harvesting the system could use a major rewrite, i just don't know when I'll find the time.
Hopefully we'll see less hovering Pegasi with this, it's a shame they still fly-path through trees and leave items in the branches, tho come to think of it, it might be because flying is faster than walking... hmmm that bears testing.
I wonder if I could make the changelings possible to play as if I somehow got them to use the buildings and skills that the ponys use?
If that would work then I wonder how hard it would be for me to do. I never really did much modding of dwarf fortress before. If it could work then I think I would give it a shoot and see where I end up.
There is something about the changelings that makes me want to play as them, and also being attacked by ponys would be fun too.
"large cog" is a color because that's how the cutie marks have to be madeProbably should be some better way to handle cutiemarks or at least get them to not to be part of normal color selection for anything non-pony.
"large cog" is a color because that's how the cutie marks have to be madeProbably should be some better way to handle cutiemarks or at least get them to not to be part of normal color selection for anything non-pony.
The leather removal was twofold
Firstly.. Ponies don't generally skin other animals, the butchery labor doesn't actually give anything (and now that we have gelding we don't really need the building at all!)
secondly, clutter, having enemies show up with one gibbon leather shoe, one giant sloth leather shoe, a beaver leather thong, a muskox leather left glove, a walrus leather right glove, a horse leather chestplate and a peach faced lovebird man leather hat doesn't really add flavor..
They are all EXACTLY the same material, except for the name, and each instance costs valuable memory space.
It should, but doesn't
As long as the Tanning labor is enabled the tannery building is available and/or the reaction to make leather is active the Civ has full access to leather regardless of ethics. The fact that these buildings are also hardcoded means DfHack is the only way to remove them in this way.
Generated Ponies will trade, wear and carry leather items with impunity.
All core DF features are still covered in the current version, Fleece is considered Leather for leather items and moods, bones is available from butchering, since that's actually not possible to remove.
This mod is also not made to really be compatible with adventure mode, that was WAY out of my scope when I initially started this.
It's delivered as is, with full rights of everyone who can be arsed to change or add whatever they may want to their game, and share with the thread, and I've implemented a bunch of changes people have made to the "official" build when I've been too busy to actually update the damn thing myself :P
If you want to play with butchery enabled, it's fairly easy, just don't overwrite any of the default materials and tissues I include with the mod, and re-add the buildings and reactions to the entity file.
That particular r is for revision, but unfortunately this does not play super well with the starter pack.
To get the creature tiles working correctly and allow for the toggleable features the starter pack uses scripts to change the RAW files.
this mod replaces some original raws and adds a bunch of new ones.
It might still work if you set up the starter pack first and then install the mod files on top of that install, but you will not get all the creature tiles from ironhand for instance working properly.
*** Error(s) found in the file "raw/objects/creature_standard.txt"
SEAPONY:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (1,) Was Not Used
undefined local plant material set to default: PONY_SUNFLOWER LEAF
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature PONY_CHANGELING
undefined local creature material set to default: PONY_CHANGELING LEATHER
undefined local creature material set to default: PONY_CHANGELING FEATHER
undefined local creature material set to default: PONY_CHANGELING CHITIN
undefined local creature material set to default: PONY_CHANGELING FEATHER
*** Error(s) finalizing the creature PONY_GRIFFON
undefined local creature material set to default: PONY_GRIFFON EGG_YOLK
undefined local creature material set to default: PONY_GRIFFON EGG_WHITE
undefined local creature material set to default: PONY_GRIFFON EGGSHELL
*** Error(s) finalizing the creature PONY
undefined local creature material set to default: PONY FEATHER
undefined local creature material set to default: PONY FEATHER
[CREATURE:ORTROS]
[DESCRIPTION:A large two headed dog.]
[NAME:ortros:ortri:ortros]
[CASTE_NAME:ortros:ortri:ortros]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[PETVALUE:70][NATURAL]
[LARGE_ROAMING]
[COMMON_DOMESTIC][TRAINABLE][PET]
[BONECARN]
[PREFSTRING:loyalty]
[PREFSTRING:two heads]
[BODY:QUADRUPED_NECK_TWOHEAD:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:13:0:60000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[CHILD:1]
[GENERAL_CHILD_NAME:ortros puppy:ortros puppies]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:ears:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:tail:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:head:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:front paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:rear paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[BODY:QUADRUPED_NECK_TWOHEAD]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:RNK:neck:STP][CON:UB][CATEGORY:NECK][RIGHT]
[DEFAULT_RELSIZE:150]
[BP:RHD:head:STP][CON:RNK][HEAD][CATEGORY:HEAD][RIGHT]
[DEFAULT_RELSIZE:300]
[BP:LNK:neck:STP][CON:UB][CATEGORY:NECK][LEFT]
[DEFAULT_RELSIZE:150]
[BP:LHD:head:STP][CON:LNK][HEAD][CATEGORY:HEAD][LEFT]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
Don't forget that, despite their height, ponies are pretty large. Shetland ponies weight about 450 lbs, and they're a very small breed. (In fact, their height roughly matches the characters in the show)
but there are several entries, some castes are bigger than others (workhorses for instance)
Within a creature all armor fits all castes of the same creature. You can have a caste with [BODY_SIZE:12:0:1] and a caste with [BODY_SIZE:12:0:999999999] and they'll both wear the same clothes. I'm not sure exactly what size the game would give the armor as far as other creatures trying to wear it, but that's not very important for this situation.Quotebut there are several entries, some castes are bigger than others (workhorses for instance)
You know I have to point out that this might be a bad idea... but only from a gameplay perspecteve because if the body size disparity is large enough between the casts then we'll have a problem when clothing and armor sizing and such. Simpler solution would to make it so those casts have just higher base strength and maybe some appearence modifiers and such... which is also what I think shoudl be done with the alicorn. Just give them apparence modifiers for tallness and such.
Please excuse my spelling on this post... I don't have access to a spell checker right now.
All the Poems, books and studies from the upcoming update is going to be a nightmare to make it work with Pony mod, wouldn't it? :CDepends a lot on the exact specifics of how Toady decides they should be implemented in the raw files.
The problem occurs if there's a pathfinding update while they are airborne, especially when carrying items as this usually causes them to drop the item.
But what if we want to drop a mad killer bunny on the enemy and watch it rip them limb from limb?
I think the bunny you need the holy hand grenade to kill would work too. That thing is a killer for anything that dares come close to it, and I would also wonder why the pony carrying it isn't dead yet.
That sounds impressive since it seems like each new version usually makes mods so incompatible. Of course I have no idea what they did from .19 to .24 either. :DIn general only the big releases (DF2010->DF2012->DF2014 for example) totally invalidate a lot of modding. Beyond that it's usually just a quick check of the change log to see if anything has changed and then a small update.
I played around in a world for a bit, and changelings had more or less taken over the world already, they owned all the sites, but i could still play as ponies, griffons or zebra, that all worshiped changeling gods of submission and thralldom, good times :D
If anyone can think of some other creatures that have had speaking parts and would make sense to have as "intelligent" variants, let me know!
who wants crystal ponies? well. the missus does, so crystal ponies it is :D
they are also so rare that they generally only show up in worldgen, since the princess position can only be appointed to alicorns they usually end up historic figrues, tho I think I need to tweak settings to ensure they are more likely to survive :P
I think one idea worth thinking about for if fliers are having their flier tag removed is also having them be naturally good climbers so it is almost as if they can fly.
Maklak! you're still alive! :D I've missed seeing your depthy posts.
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical dwarf:chief medical dwarves]
[SQUAD:10:militia-dwarf:militia-dwarves]
Under the pony entity, havn't bothered to check the other types. (Currently raiding mods for nifty reaction stuff to add into my own personal mod.)
What race are the thieves?
I have a copy of the zip file. I reuploaded it to DFFD.
http://dffd.bay12games.com/file.php?id=12753
If you want something that fits the 8/16 bit sprite style to go with that, feel free to use Rally Ho! as a base for the tileset.That's awesome! I love your work.
I have a copy of the zip file. I reuploaded it to DFFD.
http://dffd.bay12games.com/file.php?id=12753
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now. A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things. Each tile in a construction can have its own person go grab a piece of construction material and build that tile.
Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them. Blocks are both much more efficient uses of stone and much faster to haul.
Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.
Do you have wheelbarrows assigned to that stockpile? If so, the number of haulers is limited to the number of wheelbarrows.
That's still pretty strange though, since it shouldn't cause others to just up and not do anything. I don't think stockpiles will generate more haul jobs than wheelbarrows if wheelbarrows are assigned to them. I'm not sure what could possibly cause it, even if DFHack was involved.
They're literally switching to having no job once someone tries to haul a stone to a stockpile?QuoteAlso they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.
Something is seriously awry. I'm wondering now if your raws are screwed up and the stone definitions are broken so that they're much more massive than they should be. Do you have any errors in the error log?
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now. A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things. Each tile in a construction can have its own person go grab a piece of construction material and build that tile.
Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them. Blocks are both much more efficient uses of stone and much faster to haul.
It's when they haul something to a stockpile...they ALL go idle except for 1 will haul things to the stockpile, which I've never seen happen except with this mod. I know about constructing being done by anyone, but hauling for stone specifically is done by only 1 to a stockpile other stockpiles so far aren't doing this just stone. I also noticed if I built a gem workshop the gem cutter never leaves and will starve them self even if given something to do they will not do it even if they have the resources and they never leave to eat...only happens when I mod DF too....first had that issue with Masterwork and couldn't figure out why the gem cutter/setter wouldn't ever leave their workshop. Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now. A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things. Each tile in a construction can have its own person go grab a piece of construction material and build that tile.
Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them. Blocks are both much more efficient uses of stone and much faster to haul.
It's when they haul something to a stockpile...they ALL go idle except for 1 will haul things to the stockpile, which I've never seen happen except with this mod. I know about constructing being done by anyone, but hauling for stone specifically is done by only 1 to a stockpile other stockpiles so far aren't doing this just stone. I also noticed if I built a gem workshop the gem cutter never leaves and will starve them self even if given something to do they will not do it even if they have the resources and they never leave to eat...only happens when I mod DF too....first had that issue with Masterwork and couldn't figure out why the gem cutter/setter wouldn't ever leave their workshop. Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.
1) Maybe the hauling taking longer is due to pony body size being smaller than a dwarf and much smaller than a boulder?
2) Are you sure the jeweler didn't wall themselves in with impassable tiles as they constructed the workshop?
[OBJECT:DESCRIPTOR_PATTERN]
[COLOR_PATTERN:SPOTS_ORANGE_BLACK]
[PATTERN:SPOTS]
[CP_COLOR:ORANGE]
[CP_COLOR:BLACK]
[POP_RATIO:50000]
There are several selection groups you can use
search for "select all" and you can add any tags that should affect all in that group.
To reduce the amount of alicorns, the pop ratio is set to 100000 by default, so if you for instance addCode: [Select][POP_RATIO:50000]
below the select all males grouping, that should do it
So I'm going through the text file, and had another idea: I thought it would be funny to change the gender ratio of ponies to like 6:1 girl:boy to make my fort more like Ponyville. What would I need to change to do that?Think that's actually a thing there with real life animals, nature is inclined on producing more females than males.
This mod is still being worked on, right? Because if not, I might start working on my own version of a MLP mod myself. (Though as i'm still a beginner modding wise, some things might not be all that great)
It looks like it should work. Will test.
Any update on the test?