NOTE: I've not touched Dwarf Fortress in quite a long time, at least modding wise. I wonder if this is still useful.
>>>>>>>Welcome to<<<<<<<
**Shaostoul's Guide**
IMPORTANT NOTE
All information I post here I test and make sure it works. If I can't test it, someones tested it for me. All information is trying to be kept up to date with the most current version of Dwarf Fortress. If you have a problem with anything either from this guide or not, feel free to either PM me or post on this thread. If you see any issues with any information on this guide, let me know. I'll see about correcting it. Thank you and have a nice day.
MISSING INFORMATION
I know a lot of the information that was contained in the guide is missing. That's because I've moved a lot of the completed stuff to the wiki so I can use the posts for other information. For your convenience here is the wiki version of my guide.
Shaostoul's Modding Guide - Wiki Version (http://df.magmawiki.com/index.php/Shaostoul's_Guide)
WHEN TO GENERATE A NEW WORLD
This question is asked tons. The safest motto to follow is, if you don't know if it needs a regen, just regen.
A new world is needed to be generated when you add any new entries. Like new creatures, entities, items, reactions, etc. I have yet to run into an instance where I can add a new entry and not need to generate a new world.
You can edit existing information, to an extent. With the release of the "DF2010" version, any generated worlds must be edited in the save folder.
Dwarf Fortress->Data->Save->region1->raw->graphics or object
As far as I know, you can edit/change graphics at any time. Please keep in mind, some may not work or might have issues, ask around and people will more than likely help you with any problems.
As new version of Dwarf Fortress come out, I try to make sure that all my information is still working, if something isn't working, I'll help you out with it.
I don't know how many times I've seen people asking the simple modding questions that I believe I've outlined in this guide. I've said the same thing too many times. If you see an offender making a NEW thread asking "why won't my mod work?" Please send them here... I hope they'll spend a little time and read and practice and work through problems, that's what I have to do for this guide.
This project is on going and ever evolving, whether it be slow or fast. I am hoping that with the aid of the Bay12 and Dwarf Fortress Community that this guide will be able to help new and veteran people alike. I always am checking my guide for new posts and am most likely to help you here first and fastest. If a new thread is made, I may or may not look at it. I'm always open even for idle talk and "bs-ing". If you have any questions, comments or input, I wouldn't mind at all if you posted it here or even PM'd me. I'm not a mean person and will more than likely help you to the end.
If you want to get a hold of me on something other than the forum. I have MSN Messenger and Yahoo Messenger. Whenever I'm on the forum, I'm typically on the messengers.
Shaostoul@Yahoo.com
Minsc999@Hotmail.com
I've noticed derailing of topic and such, but that doesn't bother me any more. Just no flaming or arguing with one another. At least keep it semi-productive. Maybe?
General Information
Planning...
I've been seeing a lot of posts about small little things, so I'll try to address those here.
Adventure mode reactions!!!
Provided by ToaHero92 (He said he didn't care about getting credit, but this is a sizable chunk of info.
These can possibly go in any reaction_name file. Also you don't have to add them to the civ.
[REACTION:SUMMON_ARMOR]
[NAME:defend thyself]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:75:1:SHIELD:ITEM_SHIELD_BUCKLER:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:PANTS:ITEM_PANTS_GREAVES:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:HELM:ITEM_HELM_HELM:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:GLOVES:ITEM_GLOVES_GAUNTLETS:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:ARMOR:ITEM_ARMOR_BREASTPLATE:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:ARMOR:ITEM_ARMOR_MAIL_SHIRT:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:SHOES:ITEM_SHOES_SOCKS:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:SHOES:ITEM_SHOES_BOOTS:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:SHOES:ITEM_SHOES_BOOTS_LOW:INORGANIC:ADAMANTINE:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]
[REACTION:SUMMON_WEAPONS]
[NAME:arm thyself]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_WHIP:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_MACE:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_PICK:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_BOW:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_BLOWGUN:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_PIKE:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_HALBERD:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_SWORD_2H:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_SWORD_LONG:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_MAUL:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_AXE_GREAT:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_SCOURGE:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_FLAIL:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_MORNINGSTAR:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:WEAPON:ITEM_WEAPON_SCIMITAR:INORGANIC:ADAMANTINE:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]
[REACTION:SUMMON_AMMO]
[NAME:pick up your sticks]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:75:1:AMMO:ITEM_AMMO_BOLTS:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:AMMO:ITEM_AMMO_ARROWS:INORGANIC:ADAMANTINE:A:NONE]
[PRODUCT:75:1:AMMO:ITEM_AMMO_BLOWDARTS:INORGANIC:ADAMANTINE:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]
Aquifers
Sick and tired of being stopped by aquifers? It's real simple and easy to remove them. Look for these three files.
inorganic_stone_layer
inorganic_stone_mineral
inorganic_stone_soil
Inside of them you'll find the entries for various stones and soils and such. You're looking for a tag specific tag. [AQUIFER] to be exact. Just go through each 3 of the files and make sure to remove [AQUIFER] from all of them. Some may have it, a lot won't. You'll mostly see it in the inorganic_stone_soil file.
Adventure Mode Reactions
It's more or less a fortress mode reaction, but may be a little bit harder for reagents.
Instead of
[BUILDING:BUILDING_NAME:HOTKEY]
it's going to be
[ADVENTURE_MODE_ENABLED]
There is a list of products on the wiki page of my guide. It's missing quite a bit, but I'm too lazy presently to go through and add them all.
The following may be a working reaction for tanning hides in Adventure Mode.
[REACTION:TAN_A_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[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]
Reactions and Buildings
The following vanilla builds can have reactions added and removed from them only. Some of the buildings have reactions that are hard-coded and you can't change. You can't change the appearance of these buildings.
Smelter
Kiln
Kitchen
Tanner
The following vanilla building can have reactions added and removed from it AND you CAN change the appearance of the build or remove it entirely.
Soap Maker's Workshop
Splints and Crutches and (other stuff) are hard-coded and can not be removed. You can however add any of the items to be produced via reaction at any custom or vanilla moddable workshop.
Wiki guide has a products list.
Regarding soils and sand and liquids in reactions...
As far as I still know, reaction reagents can not properly call up items contained in something. You may successfully call up a bag of sand, but you aren't actually calling the sand, you're calling the bag. The same is for liquids, this is why you haven't seen a true blood wine beverage as of yet.
Professions
As far as I know all skills are hard-coded and you can NOT add or remove any. You do however have quite a lot of skills to choose from. There are two lists of skills. One for being used in reactions and one for buildings and labors (I don't have this last list yet.)
Item Subtype, what's that? (Weapons, armor and items)
Item subtype to be specific is...
[PRODUCT:100:1:ITEM:ITEM_SUBTYPE:MATGLOSS:MATGLOSS_SUBTYPE:PART]
Majority of your reactions aren't going to have any item subtype, at least vanilla DF.
For example weapons use a subtype.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:STEEL]
Ammo is the same way, but instead of WEAPON, it says AMMO. Toys, crafts, instruments, ammo, weapons, armor, etc. all have that item subtype.
Research
This has been a big subject lately. There is a lot of debate on how to go about it. It would however in essence require dummy items. Research books, research points, whatever you can think up.
These would be reagents used in reactions to allow you to make them.
REMEMBER THAT A REACTION MADE ITEM WILL NOT HAVE QUALITY LEVELS, FOR QUALITY LEVELS YOU ACTUALLY HAVE TO MAKE IT!
If it continues to be in demand and no one else makes it and I get REQUESTS for it, I will make a few examples of 'research' stuff.
Tile sets and graphic sets.
A lot of people worry about whether or not you can change between these for saves. Common in 'community games'. These are completely changeable, much like most of the INI settings.
Worldgen
If you change settings in this, it WILL NOT change anything in your present world, you HAVE to gen a new world for it to work.
As my motto goes with modding. If you don't know if it needs a regen, just regen.
Item Types
I've seen a few questions about wanting to make new item types. The answer is NO. You can not make 'books' you can not make 'scrolls' you can not make 'elaborate nuclear device'
You CAN make a TOY, INSTRUMENT, CRAFT, whatever that is already present and call it book, scroll, elaborate nuclear device. However it WON'T actually be one. You have to use your 'ImAgInAtIoN'.
Water and amphibious dwarfs... flying?
A few questions have gone around about working under water. The answer is no. The same goes for lava. Your creature will say it is dangerous terrain REGARDLESS of any tags you give them... as far as I know. They will not run into the water and swim to where you want them to dig, they will not swam dive into lava and fight your dreaded magma mega beast with spikes of ooze, they will not do any of that.
FLYING it's more or less the same with the water. Your dwarfs treat cliffs as cliffs... They will not fly properly to where it is you want them to work. As soon as they lift off the ground, it becomes dangerous terrain and they cancel.
That's all for now... I'll add more as time goes on.
Reaction Modding Information
This post shall be in two parts. Products and Reagents.
Below is your basic reaction.
[REACTION:AAA]
[NAME:BbB]
[BUILDING:CCC:DDD]
[REAGENT:EEE:FFF:GGG:HHH:III:JJJ]
[PRODUCT:KKK:LLL:MMM:NNN:OOO:PPP]
[SKILL:QQQ]
Available entries for AAA
Anything is really able to be put here, this is how the reaction is called upon in the game.
Available entries for BbB
Anything is real able to be put here, this is how the reaction reads in the game for the player.
You generally want this to clearly state what it is this reaction does.
Available entries for CCC
This is any of the available buildings you have in your version of DF.
Vanilla entries are...
SMELTER
TANNER
KITCHEN
SOAP_MAKER
KILN
Available entries for DDD
This is a hotkey that you designate for the reaction.
The available hotkeys are...
CUSTOM_SHIFT_(A to Z)
CUSTOM_(A to Z)
Available entries for EEE
This is so you can call upon the reagent in the product line. It's more or less the order of reagents.
The available entries are...
A to Z
Available entries for FFF
This is how many of this specific reagent you want.
Any number is a valid entry...
Available entries for GGG
This is the ITEM_TOKEN that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
BAR
SMALLGEM
BLOCKS
ROUGH
BOULDER
WOOD
DOOR
FLOODGATE
HATCH_COVER
GRATE
BED
TRACTION_BENCH
CHAIR
CHAIN
FLASK
GOBLET
INSTRUMENT
TOY
WINDOW
CAGE
BARREL
BUCKET
ANIMALTRAP
TABLE
COFFIN
STATUE
QUERN
MILLSTONE
CORPSE
WEAPON
SHOES
HELM
GLOVES
BOX
BIN
ARMORSTAND
WEAPONRACK
CABINET
FIGURINE
AMULET
SCEPTER
AMMO
CROWN
RING
EARRING
BRACELET
GEM
ANVIL
CORPSEPIECE
REMAINS
MEAT
FISH_RAW
VERMIN
PET
SEEDS
SKIN_TANNED
LEAVES
TOTEM
PANTS
BACKPACK
QUIVER
SPLINT
ORTHOPEDIC_CAST
CRUTCH
CATAPULTPARTS
BALLISTAPARTS
SIEGEAMMO
BALLISTAARROWHEAD
TRAPPARTS
TRAPCOMP
DRINK
POWDER_MISC
CHEESE
LIQUID_MISC
COIN
GLOB
ROCK
PIPE_SECTION
Available entries for HHH
This is the ITEM_SUBTYPE that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
ITEM_AMMO_BOLTS
ITEM_AMMO_ARROWS
ITEM_AMMO_BLOWDARTS
ITEM_ARMOR_BREASTPLATE
ITEM_ARMOR_MAIL_SHIRT
ITEM_ARMOR_LEATHER
ITEM_ARMOR_COAT
ITEM_ARMOR_SHIRT
ITEM_ARMOR_CLOAK
ITEM_ARMOR_TUNIC
ITEM_ARMOR_TOGA
ITEM_ARMOR_CAPE
ITEM_ARMOR_VEST
ITEM_ARMOR_DRESS
ITEM_ARMOR_ROBE
ITEM_FOOD_BISCUITS
ITEM_FOOD_STEW
ITEM_FOOD_ROAST
ITEM_GLOVES_GAUNTLETS
ITEM_GLOVES_GLOVES
ITEM_GLOVES_MITTENS
ITEM_HELM_HELM
ITEM_HELM_CAP
ITEM_HELM_HOOD
ITEM_HELM_TURBAN
ITEM_HELM_MASK
ITEM_HELM_VEIL_HEAD
ITEM_HELM_VEIL_FACE
ITEM_HELM_SCARF_HEAD
ITEM_INSTRUMENT_FLUTE
ITEM_INSTRUMENT_TRUMPET
ITEM_INSTRUMENT_HARP
ITEM_INSTRUMENT_DRUM
ITEM_INSTRUMENT_PICCOLO
ITEM_PANTS_PANTS
ITEM_PANTS_GREAVES
ITEM_PANTS_LEGGINGS
ITEM_PANTS_LOINCLOTH
ITEM_PANTS_THONG
ITEM_PANTS_SKIRT
ITEM_PANTS_SKIRT_SHORT
ITEM_PANTS_SKIRT_LONG
ITEM_PANTS_BRAIES
ITEM_SHIELD_SHIELD
ITEM_SHIELD_BUCKLER
ITEM_SHOES_SHOES
ITEM_SHOES_BOOTS
ITEM_SHOES_BOOTS_LOW
ITEM_SHOES_SANDAL
ITEM_SHOES_CHAUSSE
ITEM_SHOES_SOCKS
ITEM_SIEGEAMMO_BALLISTA
ITEM_TOY_PUZZLEBOX
ITEM_TOY_BOAT
ITEM_TOY_HAMMER
ITEM_TOY_AXE
ITEM_TOY_MINIFORGE
ITEM_TRAPCOMP_GIANTAXEBLADE
ITEM_TRAPCOMP_ENORMOUSCORKSCREW
ITEM_TRAPCOMP_SPIKEDBALL
ITEM_TRAPCOMP_LARGESERRATEDDISC
ITEM_TRAPCOMP_MENACINGSPIKE
ITEM_WEAPON_WHIP
ITEM_WEAPON_AXE_BATTLE
ITEM_WEAPON_HAMMER_WAR
ITEM_WEAPON_SWORD_SHORT
ITEM_WEAPON_SPEAR
ITEM_WEAPON_MACE
ITEM_WEAPON_CROSSBOW
ITEM_WEAPON_PICK
ITEM_WEAPON_BOW
ITEM_WEAPON_BLOWGUN
ITEM_WEAPON_PIKE
ITEM_WEAPON_HALBERD
ITEM_WEAPON_SWORD_2H
ITEM_WEAPON_SWORD_LONG
ITEM_WEAPON_MAUL
ITEM_WEAPON_AXE_GREAT
ITEM_WEAPON_DAGGER_LARGE
ITEM_WEAPON_SCOURGE
ITEM_WEAPON_FLAIL
ITEM_WEAPON_MORNINGSTAR
ITEM_WEAPON_SCIMITAR
ITEM_WEAPON_AXE_TRAINING
ITEM_WEAPON_SWORD_SHORT_TRAINING
ITEM_WEAPON_SPEAR_TRAINING
Available entries for III
This is the MATGLOSS_TOKEN that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
NONE
GET_MATERIAL_FROM_REAGENT(followed typically by :(the EEE of the preferred reagent))
INORGANIC
PLANT_MAT
CREATURE_MAT
METAL
COAL
GLASS_GREEN
GLASS_CRYSTAL
GLASS_CLEAR
PEARLASH
POTASH
ASH
LYE
MUD
VOMIT
FILTH_B
FILTH_Y
UNKNOWN_SUBSTANCE
GRIME
AMBER
CORAL
COKE
CHARCOAL
Available entries for JJJ
This is the MATGLOSS_SUBTYPE that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
I really don't know if I want to go through the process again... So, for now you'll have to deal with this...
For this part you're looking for the actual code name for the item.
WOOD, STONE, METAL, CREATURES, etc. are all valid for the subtype.
Available entries for KKK
There is some debate on what this does exactly, I'll leave here how I view it until I test it's wrong.
This is the percentage of the product that is created.
Any number is a valid entry...
If you go over 100 percent you'll end up with a complete product and say you go to 150 percent you end up with a complete product and half a product. If you run the reaction again, you end up with two products instead of one. Repeat.
Available entries for LLL
This is the amount of the product that is created.
Any number is a valid entry...
Available entries for MMM
This is the ITEM_TOKEN that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
BAR
SMALLGEM
BLOCKS
ROUGH
BOULDER
WOOD
DOOR
FLOODGATE
HATCH_COVER
GRATE
BED
TRACTION_BENCH
CHAIR
CHAIN
FLASK
GOBLET
INSTRUMENT
TOY
WINDOW
CAGE
BARREL
BUCKET
ANIMALTRAP
TABLE
COFFIN
STATUE
QUERN
MILLSTONE
CORPSE
WEAPON
SHOES
HELM
GLOVES
BOX
BIN
ARMORSTAND
WEAPONRACK
CABINET
FIGURINE
AMULET
SCEPTER
AMMO
CROWN
RING
EARRING
BRACELET
GEM
ANVIL
CORPSEPIECE
REMAINS
MEAT
FISH_RAW
VERMIN
PET
SEEDS
SKIN_TANNED
LEAVES
TOTEM
PANTS
BACKPACK
QUIVER
SPLINT
ORTHOPEDIC_CAST
CRUTCH
CATAPULTPARTS
BALLISTAPARTS
SIEGEAMMO
BALLISTAARROWHEAD
TRAPPARTS
TRAPCOMP
DRINK
POWDER_MISC
CHEESE
LIQUID_MISC
COIN
GLOB
ROCK
PIPE_SECTION
Available entries for NNN
This is the ITEM_SUBTYPE that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
ITEM_AMMO_BOLTS
ITEM_AMMO_ARROWS
ITEM_AMMO_BLOWDARTS
ITEM_ARMOR_BREASTPLATE
ITEM_ARMOR_MAIL_SHIRT
ITEM_ARMOR_LEATHER
ITEM_ARMOR_COAT
ITEM_ARMOR_SHIRT
ITEM_ARMOR_CLOAK
ITEM_ARMOR_TUNIC
ITEM_ARMOR_TOGA
ITEM_ARMOR_CAPE
ITEM_ARMOR_VEST
ITEM_ARMOR_DRESS
ITEM_ARMOR_ROBE
ITEM_FOOD_BISCUITS
ITEM_FOOD_STEW
ITEM_FOOD_ROAST
ITEM_GLOVES_GAUNTLETS
ITEM_GLOVES_GLOVES
ITEM_GLOVES_MITTENS
ITEM_HELM_HELM
ITEM_HELM_CAP
ITEM_HELM_HOOD
ITEM_HELM_TURBAN
ITEM_HELM_MASK
ITEM_HELM_VEIL_HEAD
ITEM_HELM_VEIL_FACE
ITEM_HELM_SCARF_HEAD
ITEM_INSTRUMENT_FLUTE
ITEM_INSTRUMENT_TRUMPET
ITEM_INSTRUMENT_HARP
ITEM_INSTRUMENT_DRUM
ITEM_INSTRUMENT_PICCOLO
ITEM_PANTS_PANTS
ITEM_PANTS_GREAVES
ITEM_PANTS_LEGGINGS
ITEM_PANTS_LOINCLOTH
ITEM_PANTS_THONG
ITEM_PANTS_SKIRT
ITEM_PANTS_SKIRT_SHORT
ITEM_PANTS_SKIRT_LONG
ITEM_PANTS_BRAIES
ITEM_SHIELD_SHIELD
ITEM_SHIELD_BUCKLER
ITEM_SHOES_SHOES
ITEM_SHOES_BOOTS
ITEM_SHOES_BOOTS_LOW
ITEM_SHOES_SANDAL
ITEM_SHOES_CHAUSSE
ITEM_SHOES_SOCKS
ITEM_SIEGEAMMO_BALLISTA
ITEM_TOY_PUZZLEBOX
ITEM_TOY_BOAT
ITEM_TOY_HAMMER
ITEM_TOY_AXE
ITEM_TOY_MINIFORGE
ITEM_TRAPCOMP_GIANTAXEBLADE
ITEM_TRAPCOMP_ENORMOUSCORKSCREW
ITEM_TRAPCOMP_SPIKEDBALL
ITEM_TRAPCOMP_LARGESERRATEDDISC
ITEM_TRAPCOMP_MENACINGSPIKE
ITEM_WEAPON_WHIP
ITEM_WEAPON_AXE_BATTLE
ITEM_WEAPON_HAMMER_WAR
ITEM_WEAPON_SWORD_SHORT
ITEM_WEAPON_SPEAR
ITEM_WEAPON_MACE
ITEM_WEAPON_CROSSBOW
ITEM_WEAPON_PICK
ITEM_WEAPON_BOW
ITEM_WEAPON_BLOWGUN
ITEM_WEAPON_PIKE
ITEM_WEAPON_HALBERD
ITEM_WEAPON_SWORD_2H
ITEM_WEAPON_SWORD_LONG
ITEM_WEAPON_MAUL
ITEM_WEAPON_AXE_GREAT
ITEM_WEAPON_DAGGER_LARGE
ITEM_WEAPON_SCOURGE
ITEM_WEAPON_FLAIL
ITEM_WEAPON_MORNINGSTAR
ITEM_WEAPON_SCIMITAR
ITEM_WEAPON_AXE_TRAINING
ITEM_WEAPON_SWORD_SHORT_TRAINING
ITEM_WEAPON_SPEAR_TRAINING
Available entries for OOO
This is the MATGLOSS_TOKEN that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
NONE
GET_MATERIAL_FROM_REAGENT(followed typically by :(the EEE of the preferred reagent))
INORGANIC
PLANT_MAT
CREATURE_MAT
METAL
COAL
GLASS_GREEN
GLASS_CRYSTAL
GLASS_CLEAR
PEARLASH
POTASH
ASH
LYE
MUD
VOMIT
FILTH_B
FILTH_Y
UNKNOWN_SUBSTANCE
GRIME
AMBER
CORAL
COKE
CHARCOAL
Available entries for PPP
This is the ITEM_SUBTYPE that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
I really don't know if I want to go through the process again... So, for now you'll have to deal with this...
For this part you're looking for the actual code name for the item.
WOOD, STONE, METAL, CREATURES, etc. are all valid for the subtype.
Available entries for QQQ
This is the skill that you want to be used for this reaction.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
MINING
WOODCUTTING
CARPENTRY
DETAILSTONE
MASONRY
PROCESSFISH
TRAPPING
WEAVING
BREWING
ALCHEMY
CLOTHESMAKING
MILLING
PROCESSPLANTS
CHEESEMAKING
HERBALISM
CUTGEM
ENCRUSTGEM
WOODCRAFT
STONECRAFT
METALCRAFT
LEATHERWORK
BONECARVE
AXE
SWORD
MISC_WEAPON
DAGGER
MACE
HAMMER
SPEAR
CROSSBOW
SHIELD
ARMOR
PIKE
WHIP
BOW
BLOWGUN
THROW
MECHANICS
MAGIC_NATURE (this raises "druid" iirc)
SNEAK (raises "ambush" must have hunter to train this iirc)
DESIGNBUILDING
DRESS_WOUNDS
SET_BONE
SUTURE
CRUTCH_WALK
WOOD_BURNING
SOAP_MAKING
SWIMMING
NEGOTIATION
JUDGING_INTENT
APPRAISAL
ORGANIZATION
RECORD_KEEPING
INTIMIDATION
CONVERSATION
COMEDY
FLATTERY
CONSOLE
PACIFY
TRACKING
KNOWLEDGE_ACQUISITION (this raises "student" skill)
CONCENTRATION
SITUATIONAL_AWARENESS
PROSE (this raises "writing" skill")
READING
SPEAKING
COORDINATION
LEADERSHIP
TEACHING
MELEE_COMBAT
RANGED_COMBAT
WRESTLING
BITE
GRASP_STRIKE
STANCE_STRIKE
DODGING
Well, I'll probably make basic coding for it and let everyone figure out the mats and crap they want to use. For example...
[REACTION:CHEAT_006]
[NAME:AA Dragon Leather Bag]
[BUILDING:CHEAT_SHOP:CUSTOM_F]
[PRODUCT:100:1:BOX:NO_SUBTYPE:CREATURE_MAT:DRAGON][BAG]
[SKILL:SMELT]
[REACTION:CHEAT_007]
[NAME:AA Gold Barrel]
[BUILDING:CHEAT_SHOP:CUSTOM_G]
[PRODUCT:100:1:BARREL:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_008]
[NAME:AA Gold Door]
[BUILDING:CHEAT_SHOP:CUSTOM_H]
[PRODUCT:100:1:DOOR:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_009]
[NAME:AA Chair & Table]
[BUILDING:CHEAT_SHOP:CUSTOM_I]
[PRODUCT:100:1:CHAIR:NONE:METAL:GOLD]
[PRODUCT:100:1:TABLE:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_010]
[NAME:AA ChestCabinetBed]
[BUILDING:CHEAT_SHOP:CUSTOM_J]
[PRODUCT:100:2:BOX:NO_SUBTYPE:METAL:GOLD]
[PRODUCT:100:2:CABINET:NONE:METAL:GOLD]
[PRODUCT:100:1:BED:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_011]
[NAME:AA Gold Arm & Weap Stands]
[BUILDING:CHEAT_SHOP:CUSTOM_K]
[PRODUCT:100:1:ARMORSTAND:NONE:METAL:GOLD]
[PRODUCT:100:1:WEAPONRACK:NONE:METAL:GOLD]
[SKILL:SMELT]
Those are some of the reactions I use, but on the guide I'd take...
[REACTION:CHEAT_001]
[NAME:AAAAAAAAAAA]
[BUILDING:BBBBBBBBBBB:NONE]
[PRODUCT:100:1:DOOR:NONE:CCCCCCCCCC:DDDDDDDDDDD]
[SKILL:EEEEEEEEE]
A=Your name for the reaction
B=Your building the reaction goes to
C=The type of mat (Metal, Wood, Stone, etc.)
D=The specific mat (Granite, Willow, Ruby, Adamantine, etc.)
E=Skill you want to use for the reaction(Optional, can remove entry.)
That kinda dealio
Next step is either creature based reactions (meat, heart, fat, etc.) OR products (beds, doors, hatches, swords, etc. (not armor or clothing))
I don't know if this is helpful, but I was just going to ask you how to create something MADE from leather (specifically a quiver!), when I figured it out on my own:
[REACTION:FREE_QUIVER]
[NAME:Give me a Quiver, B-tch!]
[BUILDING:YOUR BUILDING HERE:NONE]
[PRODUCT:100:1:QUIVER:NONE:CREATURE_MAT:CAT:LEATHER]
Replace "CAT" with any creature name token (list here: http://www.bay12forums.com/smf/index.php?topic=55259.msg1189827#msg1189827 (http://www.bay12forums.com/smf/index.php?topic=55259.msg1189827#msg1189827))
I think as a newbie to modding the thing I want MOST is how the grammer is formatted (TYPE:SUBTYPE:MATERIAL:MATGLOSS) and then a LIST OF WHAT CAN GO IN EACH FIELD. Right now the wiki is incredibly incomplete, even for older versions, which is giving me a huge headache.
Thanks for the info you two.
@Lucas - I plan to eventually have a list of what can go in what field, once I have a more complete list of working reactions. I figure if I have the guide complete, I wouldn't need that sort of list though. I would play with the Wiki, but I don't know how to format stuff in that, so if someone who is practiced in the wiki wants to contact me, I'd appreciate it. My only question is if it allows... spoiler like stuff so I can make the page just a little more compact.
@masakhan - That may actually be really helpful on the bone part. I'll have to play with that. Hmmm, I'm going to try something real quick for seeds.
Here's a few products.
[PRODUCT:100:1:ANVIL:NONE:INORGANIC:STEEL]
[PRODUCT:100:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_BLACK]
[PRODUCT:100:1:FLASK:NONE:INORGANIC:IRON]
[PRODUCT:100:1:FLASK:NONE:CREATURE_MAT:BAT_GIANT:LEATHER]
[PRODUCT:100:1:QUIVER:NONE:CREATURE_MAT:BAT_GIANT:LEATHER]
[PRODUCT:100:1:BACKPACK:NONE:CREATURE_MAT:BAT_GIANT:LEATHER]
[PRODUCT:100:1:BOX:NONE:CREATURE_MAT:WARTHOG:LEATHER]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_RED]
[PRODUCT:100:1:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:TOY:NONE:INORGANIC:BISMUTH_BRONZE]
[PRODUCT:100:1:AMULET:NONE:INORGANIC:BISMUTH_BRONZE]
[PRODUCT:100:1:QUIVER:NONE:CREATURE_MAT:FOX:LEATHER]
Those aren't official products, I haven't tested them, but I'm pretty sure they'll work.
Hope that helps ya some. There is a seed and plant cloth in there.
@TheBox - Okay, guess we'll see around then.
@darksergio - breathe fire, yes. poisonous blood, yes. poisonous tail? In which regard? Like a barbed tail or like a scorpion? I believe so then. You would just have to look at the giant desert scorpion for reference then.
@Acanthus117 - I'm not sure... Here's some ideas you could try...
[ITEM_ARMOR:ITEM_ARMOR_LEATHER]
[NAME:armor:armor]
[PREPLURAL:suits of]
[MATERIAL_PLACEHOLDER:leather]
[ARMORLEVEL:1]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[LEATHER]
[ITEM_HELM:ITEM_HELM_HELM]
[NAME:helm:helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
I don't know, but is it possible to change the material_placeholder? If it is you could try changing it so your specific leather has to be used? IE cow leather or dragon leather instead of just leather.
For body armor or any armor in that case, raising the armorlevel might do that trick.
layer_size and layer_permit and material_size might help some how, you'd have to do testing.
Not too sure what the [HARD] and [SOFT] tags do exactly, but you could try playing with those.
[BARRED] [SCALED] on the helm might add, added defense.
This is all just guess work on my part, I don't really make new items yet, but that's what looks like might be the most reasonable. I guess I could try testing, but at this point, I'll be doing the same thing as you.
Under tissue_template...
[RELATIVE_THICKNESS:1] <- Might try making a new tissue for your creature for it's scales/leather/chitin/whatever and increase this number.
Under material_template_default...
[MATERIAL_TEMPLATE:SKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:50000]
[SHEAR_YIELD:20000] used data for human skin
[SHEAR_FRACTURE:20000]
[SHEAR_ELASTICITY:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
This lets the game know to use this item to determine the exact material type for the leather product in the tanning reaction.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
This lets the game know that an animal was likely killed in the production of this item.
[IMPLIES_ANIMAL_KILL]
[ROTS]
[MATERIAL_TEMPLATE:SCALE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:scale]
[STATE_ADJ:ALL_SOLID:scale]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100000]
[SHEAR_YIELD:60000]
[SHEAR_FRACTURE:120000]
[SHEAR_ELASTICITY:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[MATERIAL_TEMPLATE:LEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:leather]
[STATE_ADJ:ALL_SOLID:leather]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:50000]
[SHEAR_YIELD:25000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:25000]
[SHEAR_ELASTICITY:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:50000]
[MAX_EDGE:0]
[ABSORPTION:40]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]
[MATERIAL_TEMPLATE:SHELL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:DARK_GREEN]
[STATE_NAME:ALL_SOLID:shell]
[STATE_ADJ:ALL_SOLID:shell]
[STATE_COLOR:LIQUID:DARK_GREEN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:DARK_GREEN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:115000] used bone, no data
[SHEAR_FRACTURE:130000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[SHELL]
[ITEMS_HARD]
[ITEMS_SCALED]
[MATERIAL_TEMPLATE:CHITIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:chitin]
[STATE_ADJ:ALL_SOLID:chitin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:115000] used bone, no data
[SHEAR_FRACTURE:130000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
These are all different "outer" layers, skin, leather, chitin, that sort of stuff.
The YIELD and FRACTURE for IMPACT, COMPRESSIVE, TENSILE, all seem to be the same within each entry. so you'd probably want to leave those as is. The SHEAR entry seems to have a lower yield and than fracture for some. That'd I suppose imply that it's a harder material. BENDING seems to be on the low end of ELASTICITY for hard materials like BONE and CHITIN, implying less movement.
To really understand all these you need to understand what it means by IMPACT, COMPESSIVE, TESNILE, TORSION, SHEAR, BENDING.
Impact I believe is how well it does with well... impacts. A higher number might make it less susceptible to bludgeoning weapons.
Compressive might imply of how well the item can compress, might influence movement and might also influence how ridged and strong the item is to... bludgeoning blows.
Tensile could imply how well it does with being stretched. Like if you use one string, the tensile strength is to that of the one string and is relatively low and if you hang something too heavy on it, it snaps, if you make it into a rope, with many strands it can take the weight and the therefore, the thing is strong. It's like taking cotton and metal wire, the metal wire obviously has a higher tensile strength cause it can hold a much heavier item.
Torsion is how well something can be twisted. If you take glass, and you twist it, it breaks relatively quick, a large piece of glass allows for a little bit more visible twisting, if you take a sheet of aluminum and twist it, it can twist a decent amount for a metal and still retain its original shape, so this could imply mobility.
Shear strength implies possibly how well the item can be cut. A piece of bread has a low shear strength and you cut it relatively easy with a knife, but if you use a dull knife on the bread, it's compression needs to hold up to the pressure you apply before you can cut the bread or else it deforms.
Bending is well... how well it bends. Chitin or a shell would have relatively no bending as it is a really hard material and has to stay firm or it just breaks and is useless, but you lose out on mobility for strength. Metal has a bending ability, take a knife or a sheet of metal again and you can bend it, however you can bend it only so far or its shape is altered and is now bent, with a cold metal, the metal could bend just a bit and then snap.
With the way the game seems to take all of these numbers. Higher numbers mean stronger armor and more mobile armor IMO.
Hope this helps.
I've been fiddling with making underground plants, and am currently working with trying to make a plant who's thread can be smelted into metal. Right now, the plant works. The metal works (tested it by generating a free metal reaction that simply cost one unit of fuel). The thread works and can be worked. However, the thread->metal conversion does not work. Once I get that working, I can hopefully balance the plant and metal value-wise to get something rather valuable, but not overpowered. Maybe then, after that, I'll make an underground plant that can be harvested for fuel on those maps without sedimentary/flux stone and inconveniently deep magma. :D
Anyways, the plant: Currently it shows up as a white square when harvested, but other than that it works fine. Also, if you replace [THREAD:LOCAL_PLANT_MAT:THREAD] with [THREAD:METAL:THREAD], as I tried to do to make a shortcut of threads that could be melted, the game will crash during worldgen.
[PLANT:COTTON_MITHRIL]
[NAME:mithril cotton][NAME_PLURAL:mithril cotton][ADJ:mithril cotton]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:3][PICKED_COLOR:7:7:0]
[GROWDUR:500][VALUE:4]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:15]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:metal nut:metal nuts:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:silver threads]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
Next the reaction (I forgot to put the permissions to run this reaction into the entity folder for the longest time. Felt rather dumb after that.) So far, the option to make this reaction never appears on the smelter.
[REACTION:MITHRIL_WAFERS]
[NAME:make mithril wafers]
[BUILDING:SMELTER:NONE]
[REAGENT:A:15000:THREAD:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Finally, the metal itself. I plan to re-edit this now. Currently, it is better than iron or steel in all ways except it melts at gold's temperature. When I get around to remaking this, I plan to have it be rather dull (somewhere between copper and bronze) but have exceptional tensile strength.
[INORGANIC:MITHRIL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mithril]
[STATE_NAME_ADJ:LIQUID:molten mithril]
[STATE_NAME_ADJ:GAS:boiling mithril]
[DISPLAY_COLOR:1:2:3]
[MATERIAL_VALUE:35]
[SPEC_HEAT:130]
[MELTING_POINT:11915]
[BOILING_POINT:15141]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1200000]
[IMPACT_FRACTURE:1200000]
[IMPACT_ELASTICITY:720]
[COMPRESSIVE_YIELD:1200000]
[COMPRESSIVE_FRACTURE:1200000]
[COMPRESSIVE_ELASTICITY:720] 160
[TENSILE_YIELD:750000]
[TENSILE_FRACTURE:1000000]
[TENSILE_ELASTICITY:750] 200
[TORSION_YIELD:750000]
[TORSION_FRACTURE:1000000]
[TORSION_ELASTICITY:750]
[SHEAR_YIELD:750000]
[SHEAR_FRACTURE:1000000]
[SHEAR_ELASTICITY:750]
[BENDING_YIELD:750000]
[BENDING_FRACTURE:1000000]
[BENDING_ELASTICITY:500]
[MAX_EDGE:30000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[WAFERS]
Well, Aklyon... I'll get a little specific...
You need to take this (slade entry)
[INORGANIC:SLADE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:slade][DISPLAY_COLOR:0:0:1][TILE:154]
[ITEM_SYMBOL:'*']
[DEEP_SURFACE]
[IS_STONE]
[DISPLAY_COLOR:0:0:1]
[SOLID_DENSITY:200000]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:4000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:100]
And make it into a metal (like adamantine)
[INORGANIC:ADAMANTINE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1]
[MATERIAL_VALUE:500]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_ELASTICITY:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_ELASTICITY:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_ELASTICITY:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_ELASTICITY:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_ELASTICITY:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
You have to find out all of which you need to fix/change, to turn it into a metal. I would do it the way adamantine is done mostly. How it has "raw adamantine" which is the stone and the "adamantine wafers" which is the metal. You don't have to make the slade wafers though. If you want, I could try to change the entry around to make it work, but I'm not going to test it.
Huzzah! Sladite! (didn't want to call the metal Slade just in case it caused a problem)
[MOLAR_MASS] borrowed from lead, [MAX_EDGE] borrowed from adamantine.
[INORGANIC:SLADITE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sladite]
[STATE_NAME_ADJ:LIQUID:molten sladite]
[STATE_NAME_ADJ:GAS:boiling sladite]
[DISPLAY_COLOR:0:0:1][TILE:176]
[ITEM_SYMBOL:'*']
[DEEP_SURFACE]
[DISPLAY_COLOR:0:0:1]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[SOLID_DENSITY:200000]
[MOLAR_MASS:207200]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:4000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:100000]
[INORGANIC:SLADE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:slade][DISPLAY_COLOR:0:0:1][TILE:176]
[ITEM_SYMBOL:'*']
[DEEP_SURFACE]
[IS_STONE]
[METAL_ORE:SLADITE:100]
[DISPLAY_COLOR:0:0:1]
[SOLID_DENSITY:200000]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:4000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:100]
(http://i586.photobucket.com/albums/ss308/AklyonX/Dwarf%20Fortress/DF1.png)
Info: a sladite shield weighs only 2Γ, a short sword weighs 60Γ, both sladite crossbows and sladite war hammers weigh 80Γ, a battle axe weighs 160Γ, a stack of 25 sladite bolts weighs 250Γ, a breastplate weighs 442, and a sladite cloak is probably the most ridiculous thing a dwarf can wear, it weighs 662Γ. you can find out the rest if you want.
This should work:
[REACTION:SILTSTONE_TO_ALABASTER]
[NAME:make alabaster from siltstone]
[BUILDING:SMELTER:NONE]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:SILTSTONE]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:ALABASTER]
Remember to add [PERMITTED_REACTION:SILTSTONE_TO_ALABASTER] to the entity file under the dwarves.
You could regen, but you don't have to. Under an existing reaction, add everything I posted in my last post BUT the [REACTION:SILTSTONE_TO_ALABASTER] line. Leave that out.
For example:
1. Pick a useless to you reaction, for this small tutorial, it will be [REACTION:PEWTER_FINE_MAKING2] (this is mainly because pewter has a few ways to make it).
2. Delete these lines:
[NAME:make fine pewter bars (use bars)]
[REAGENT:A:450:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:PEWTER_FINE][PRODUCT_DIMENSION:150]
(this is assuming you want to use fuel)
You should be left with:
[REACTION:PEWTER_FINE_MAKING2]
[BUILDING:SMELTER:NONE]
[FUEL]
[SKILL:SMELT]
3. Add these lines:
[NAME:make alabaster from siltstone]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:SILTSTONE]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:ALABASTER]
It should look like this:
[REACTION:PEWTER_FINE_MAKING2]
[NAME:make alabaster from siltstone]
[BUILDING:SMELTER:NONE]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:SILTSTONE]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:ALABASTER]
Doesn't work eh? I'll get started on it once I'm done updating my mod. Expect an update in a few minutes.
Erm... I need a bit of help. I'm trying to make a new civ, but it won't show up. I'm putting the raws above the Mountains entity file and the dwarves in the creatures. I'm not sure if I'm doing something wrong, or putting something in the wrong place, though. Here are the files:
[ENTITY:AAROKOCRA]
[CREATURE:AAROKOCKRA]
[ADVENTURE_TIER:4]
[INDIV_CONTROLLABLE]
[BIOME_SUPPORT:MOUNTAIN:7]
[BIOME_SUPPORT:GLACIER:1]
[BIOME_SUPPORT:TUNDRA:2]
[BIOME_SUPPORT:SWAMP_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:SWAMP_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:MARSH_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:MARSH_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:SWAMP_MANGROVE:3]
[BIOME_SUPPORT:MARSH_TROPICAL_FRESHWATER:2]
[BIOME_SUPPORT:MARSH_TROPICAL_SALTWATER:1]
[BIOME_SUPPORT:FOREST_TAIGA:2]
[BIOME_SUPPORT:FOREST_TEMPERATE_CONIFER:4]
[BIOME_SUPPORT:FOREST_TEMPERATE_BROADLEAF:4]
[BIOME_SUPPORT:FOREST_TROPICAL_CONIFER:3]
[BIOME_SUPPORT:FOREST_TROPICAL_DRY_BROADLEAF:3]
[BIOME_SUPPORT:FOREST_TROPICAL_MOIST_BROADLEAF:3]
[BIOME_SUPPORT:GRASSLAND_TEMPERATE:4]
[BIOME_SUPPORT:ANY_GRASSLAND:4]
[BIOME_SUPPORT:SAVANNA_TEMPERATE:3]
[BIOME_SUPPORT:SHRUBLAND_TEMPERATE:4]
[BIOME_SUPPORT:GRASSLAND_TROPICAL:3]
[BIOME_SUPPORT:SAVANNA_TROPICAL:3]
[BIOME_SUPPORT:SHRUBLAND_TROPICAL:3]
[BIOME_SUPPORT:ANY_OCEAN:0]
[BIOME_SUPPORT:ANY_LAKE:0]
[BIOME_SUPPORT:ANY_RIVER:0]
[BIOME_SUPPORT:ANY_POOL:0]
[BIOME_SUPPORT:ANY_DESERT:5]
[START_BIOME:MOUNTAIN]
[START_BIOME:FOREST_TAIGA]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:CAVE]
[LIKES_SITE:RUIN]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:DARK_FORTRESS]
[START_GROUP_NUMBER:15]
[MAX_POP_NUMBER:500]
[MAX_SITE_POP_NUMBER:200]
[MAX_STARTING_CIV_NUMBER:3]
[PERMITTED_JOB:WOODCUTTING
[PERMITTED_JOB:CARPENTRY
[PERMITTED_JOB:DETAILSTONE
[PERMITTED_JOB:MASONRY
[PERMITTED_JOB:PROCESSFISH
[PERMITTED_JOB:TRAPPING]
[PERMITTED_JOB:BREWING]
[PERMITTED_JOB:HERBALISM]
[PERMITTED_JOB:CUTGEM]
[PERMITTED_JOB:ENCRUSTGEM]
[PERMITTED_JOB:WOODCRAFT]
[PERMITTED_JOB:STONECRAFT]
[PERMITTED_JOB:METALCRAFT]
[PERMITTED_JOB:LEATHERWORK]
[PERMITTED_JOB:BONECARVE]
[PERMITTED_JOB:AXE]
[PERMITTED_JOB:SWORD]
[PERMITTED_JOB:MISC_WEAPON]
[PERMITTED_JOB:DAGGER]
[PERMITTED_JOB:MACE]
[PERMITTED_JOB:SPEAR]
[PERMITTED_JOB:CROSSBOW]
[PERMITTED_JOB:SHIELD]
[PERMITTED_JOB:ARMOR]
[PERMITTED_JOB:PIKE]
[PERMITTED_JOB:WHIP]
[PERMITTED_JOB:BOW]
[PERMITTED_JOB:BLOWGUN]
[PERMITTED_JOB:THROW]
[PERMITTED_JOB:MECHANICS]
[PERMITTED_JOB:MAGIC_NATURE]
[PERMITTED_JOB:SNEAK]
[PERMITTED_JOB:DESIGNBUILDING]
[PERMITTED_JOB:DRESS_WOUNDS]
[PERMITTED_JOB:SET_BONE]
[PERMITTED_JOB:SUTURE]
[PERMITTED_JOB:JUDGING_INTENT]
[PERMITTED_JOB:APPRAISAL]
[PERMITTED_JOB:ORGANIZATION]
[PERMITTED_JOB:RECORD_KEEPING]
[PERMITTED_JOB:INTIMIDATION]
[PERMITTED_JOB:CONVERSATION]
[PERMITTED_JOB:TRACKING]
[PERMITTED_JOB:KNOWLEDGE_ACQUISITION]
[PERMITTED_JOB:CONCENTRATION]
[PERMITTED_JOB:PROSE]
[PERMITTED_JOB:READING]
[PERMITTED_JOB:SPEAKING]
[PERMITTED_JOB:COORDINATION]
[PERMITTED_JOB:LEADERSHIP]
[PERMITTED_JOB:TEACHING]
[PERMITTED_JOB:MELEE_COMBAT]
[PERMITTED_JOB:RANGED_COMBAT]
[PERMITTED_JOB:WRESTLING]
[PERMITTED_JOB:BITE]
[PERMITTED_JOB:GRASP_STRIKE]
[PERMITTED_JOB:STANCE_STRIKE]
[PERMITTED_JOB:DODGING]
[ART_IMAGE_ELEMENT_MODIFIER:CREATURE:512]
[TRANSLATION:GOBLIN]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CHILDREN]
[RELIGION_SPHERE:COURAGE]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:DAWN]
[RELIGION_SPHERE:DAY]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:DUSK]
[RELIGION_SPHERE:DUTY]
[RELIGION_SPHERE:FAMILY]
[RELIGION_SPHERE:FATE]
[RELIGION_SPHERE:FISH]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:JUSTICE]
[RELIGION_SPHERE:LABOR]
[RELIGION_SPHERE:LAWS]
[RELIGION_SPHERE:LIGHT]
[RELIGION_SPHERE:LIGHTNING]
[RELIGION_SPHERE:MIST]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:MURDER]
[RELIGION_SPHERE:MUSIC]
[RELIGION_SPHERE:NATURE]
[RELIGION_SPHERE:NIGHT]
[RELIGION_SPHERE:OATHS]
[RELIGION_SPHERE:ORDER]
[RELIGION_SPHERE:RAIN]
[RELIGION_SPHERE:REVENGE]
[RELIGION_SPHERE:SACRIFICE]
[RELIGION_SPHERE:SEASONS]
[RELIGION_SPHERE:SILENCE]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:STARS]
[RELIGION_SPHERE:STORMS]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:SUICIDE]
[RELIGION_SPHERE:SUN]
[RELIGION_SPHERE:THUNDER]
[RELIGION_SPHERE:TOURTURE]
[RELIGION_SPHERE:TREES]
[RELIGION_SPHERE:TRUTH]
[RELIGION_SPHERE:TWILIGHT]
[RELIGION_SPHERE:VALOR]
[RELIGION_SPHERE:VICTORY]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:WIND]
[VARIABLE_POSITIONS_ALL]
[POSITION:WARLORD]
[NAME:warlord:warlords]
[SITE]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[COMMANDER:WARRIOR:ALL]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:4:0:1]
[DUTY_BOUND]
[POSITION:WARRIOR]
[NAME:warrior:warriors]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:soldier:soldiers]
[PRECEDENCE:100]
[DO_NOT_CULL]
[DUTY_BOUND]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:PUNISH_EXILE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_REPIRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPIRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]
[WANDERER][BEAST_HUNTER][SCOUT]
[ABUSE_BODIES]
[ACTIVE_SEASON:AUTUMN][AMBUSHER][INVADERS_IGNORE_NEUTRALS]
[DIPLOMAT][SIEGER]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:UNCOMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[USE_ANIMAL_PRODUCTS]
[USE_ANY_PET_RACE]
[USE_CAVE_ANIMALS][USE_GOOD_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS][USE_GOOD_PLANTS]
[USE_EVIL_WOOD][USE_GOOD_WOOD]
[COMMON_DOMESTIC_PET]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[OUTDOOR_FARMING]
[CLOTHING]
[WOOD_WEAPONS]
[OUTDOOR_WOOD]
[CREATURE:AAROCOCKRA]
[DESCRIPTION:A humanoid bird man that lives in the mountains]
[NAME:aarokockra:aarocockras:aarocockra]
[CASTE_NAME:aarokockra:aarocockras:aarocockra]
[GENERAL_CHILD_NAME:aarocockra hatchling:aarocockra hatchlings]
[CREATURE_TILE:'A'][COLOR:3:3:3]
[NATURAL]
[POPULATION_NUMBER:15:30]
[BENIGN][NATURAL][INTELLIGENT][CANOPENDOORS]
[FLIER][EQUIPS][LIKES_FIGHTING]
[BONECARN]
[BABY:1]
[CHILD:4]
[NOCTURNAL][NOFEAR]
[HOMEOTHERM:10067]
[PREFSTRING:sense of duty]
[BODY:HUMANOID:2ARMS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:3FINGERS:BEAK:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:10000]
[BODY_SIZE:1:0:50000]
[BODY_SIZE:2:0:100000]
[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:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch at:snatches at]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_CHEEK:cheek]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[PHYS_ATT_RANGE:STRENGTH:150:600:800::1000:1100:1500]
[PHYS_ATT_RANGE:AGILITY:FOCUS:700:1200:1400:1500:1600:1800:2500] -
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[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]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[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]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[PROFESSION_NAME:CRAFTSMAN:craftsbird:craftsbirds]
[PROFESSION_NAME:FISHERMAN:fisherbird:fisherbirds]
[PROFESSION_NAME:HAMMERMAN:hammerbird:hammerbirds]
[PROFESSION_NAME:SPEARMAN:spearbird:spearbirds]
[PROFESSION_NAME:CROSSBOWMAN:marksbird:marksbirds]
[PROFESSION_NAME:AXEMAN:axebird:axebirds]
[PROFESSION_NAME:SWORDSMAN:swordsbifd:swordsbirds]
[PROFESSION_NAME:MACEMAN:macebird:macebirds]
[PROFESSION_NAME:PIKEMAN:pikebird:pikebirds]
[PROFESSION_NAME:BOWMAN:bowbird:bowbirds]
[PERSONALITY:SELF_DISCIPLINE:50:70:100]
[PERSONALITY:ORDERLINESS:50:70:100]
[PERSONALITY:MODESTY:0:30:50]
[PERSONALITY:DUTIFULNESS:50:70:100]
[PERSONALITY:CAUTIOUSNESS:50:70:100]
[PHYS_ATT_CAP_PERC_200]
[CASTE:FEMALE]
[FEMALE][LITTERSIZE:1:2]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[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:feathers: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:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
Did you have any fuel when you tested the reaction? If not, then that's why it didn't work the first time.
Erm... I need a bit of help. I'm trying to make a new civ, but it won't show up. I'm putting the raws above the Mountains entity file and the dwarves in the creatures. I'm not sure if I'm doing something wrong, or putting something in the wrong place, though. Here are the files:
[ENTITY:AAROKOCRA]
[CREATURE:AAROKOCKRA]
[ADVENTURE_TIER:4]
[INDIV_CONTROLLABLE]
[BIOME_SUPPORT:MOUNTAIN:7]
[BIOME_SUPPORT:GLACIER:1]
[BIOME_SUPPORT:TUNDRA:2]
[BIOME_SUPPORT:SWAMP_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:SWAMP_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:MARSH_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:MARSH_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:SWAMP_MANGROVE:3]
[BIOME_SUPPORT:MARSH_TROPICAL_FRESHWATER:2]
[BIOME_SUPPORT:MARSH_TROPICAL_SALTWATER:1]
[BIOME_SUPPORT:FOREST_TAIGA:2]
[BIOME_SUPPORT:FOREST_TEMPERATE_CONIFER:4]
[BIOME_SUPPORT:FOREST_TEMPERATE_BROADLEAF:4]
[BIOME_SUPPORT:FOREST_TROPICAL_CONIFER:3]
[BIOME_SUPPORT:FOREST_TROPICAL_DRY_BROADLEAF:3]
[BIOME_SUPPORT:FOREST_TROPICAL_MOIST_BROADLEAF:3]
[BIOME_SUPPORT:GRASSLAND_TEMPERATE:4]
[BIOME_SUPPORT:ANY_GRASSLAND:4]
[BIOME_SUPPORT:SAVANNA_TEMPERATE:3]
[BIOME_SUPPORT:SHRUBLAND_TEMPERATE:4]
[BIOME_SUPPORT:GRASSLAND_TROPICAL:3]
[BIOME_SUPPORT:SAVANNA_TROPICAL:3]
[BIOME_SUPPORT:SHRUBLAND_TROPICAL:3]
[BIOME_SUPPORT:ANY_OCEAN:0]
[BIOME_SUPPORT:ANY_LAKE:0]
[BIOME_SUPPORT:ANY_RIVER:0]
[BIOME_SUPPORT:ANY_POOL:0]
[BIOME_SUPPORT:ANY_DESERT:5]
[START_BIOME:MOUNTAIN]
[START_BIOME:FOREST_TAIGA]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:CAVE]
[LIKES_SITE:RUIN]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:DARK_FORTRESS]
[START_GROUP_NUMBER:15]
[MAX_POP_NUMBER:500]
[MAX_SITE_POP_NUMBER:200]
[MAX_STARTING_CIV_NUMBER:3]
[PERMITTED_JOB:WOODCUTTING
[PERMITTED_JOB:CARPENTRY
[PERMITTED_JOB:DETAILSTONE
[PERMITTED_JOB:MASONRY
[PERMITTED_JOB:PROCESSFISH
[PERMITTED_JOB:TRAPPING]
[PERMITTED_JOB:BREWING]
[PERMITTED_JOB:HERBALISM]
[PERMITTED_JOB:CUTGEM]
[PERMITTED_JOB:ENCRUSTGEM]
[PERMITTED_JOB:WOODCRAFT]
[PERMITTED_JOB:STONECRAFT]
[PERMITTED_JOB:METALCRAFT]
[PERMITTED_JOB:LEATHERWORK]
[PERMITTED_JOB:BONECARVE]
[PERMITTED_JOB:AXE]
[PERMITTED_JOB:SWORD]
[PERMITTED_JOB:MISC_WEAPON]
[PERMITTED_JOB:DAGGER]
[PERMITTED_JOB:MACE]
[PERMITTED_JOB:SPEAR]
[PERMITTED_JOB:CROSSBOW]
[PERMITTED_JOB:SHIELD]
[PERMITTED_JOB:ARMOR]
[PERMITTED_JOB:PIKE]
[PERMITTED_JOB:WHIP]
[PERMITTED_JOB:BOW]
[PERMITTED_JOB:BLOWGUN]
[PERMITTED_JOB:THROW]
[PERMITTED_JOB:MECHANICS]
[PERMITTED_JOB:MAGIC_NATURE]
[PERMITTED_JOB:SNEAK]
[PERMITTED_JOB:DESIGNBUILDING]
[PERMITTED_JOB:DRESS_WOUNDS]
[PERMITTED_JOB:SET_BONE]
[PERMITTED_JOB:SUTURE]
[PERMITTED_JOB:JUDGING_INTENT]
[PERMITTED_JOB:APPRAISAL]
[PERMITTED_JOB:ORGANIZATION]
[PERMITTED_JOB:RECORD_KEEPING]
[PERMITTED_JOB:INTIMIDATION]
[PERMITTED_JOB:CONVERSATION]
[PERMITTED_JOB:TRACKING]
[PERMITTED_JOB:KNOWLEDGE_ACQUISITION]
[PERMITTED_JOB:CONCENTRATION]
[PERMITTED_JOB:PROSE]
[PERMITTED_JOB:READING]
[PERMITTED_JOB:SPEAKING]
[PERMITTED_JOB:COORDINATION]
[PERMITTED_JOB:LEADERSHIP]
[PERMITTED_JOB:TEACHING]
[PERMITTED_JOB:MELEE_COMBAT]
[PERMITTED_JOB:RANGED_COMBAT]
[PERMITTED_JOB:WRESTLING]
[PERMITTED_JOB:BITE]
[PERMITTED_JOB:GRASP_STRIKE]
[PERMITTED_JOB:STANCE_STRIKE]
[PERMITTED_JOB:DODGING]
[ART_IMAGE_ELEMENT_MODIFIER:CREATURE:512]
[TRANSLATION:GOBLIN]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CHILDREN]
[RELIGION_SPHERE:COURAGE]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:DAWN]
[RELIGION_SPHERE:DAY]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:DUSK]
[RELIGION_SPHERE:DUTY]
[RELIGION_SPHERE:FAMILY]
[RELIGION_SPHERE:FATE]
[RELIGION_SPHERE:FISH]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:JUSTICE]
[RELIGION_SPHERE:LABOR]
[RELIGION_SPHERE:LAWS]
[RELIGION_SPHERE:LIGHT]
[RELIGION_SPHERE:LIGHTNING]
[RELIGION_SPHERE:MIST]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:MURDER]
[RELIGION_SPHERE:MUSIC]
[RELIGION_SPHERE:NATURE]
[RELIGION_SPHERE:NIGHT]
[RELIGION_SPHERE:OATHS]
[RELIGION_SPHERE:ORDER]
[RELIGION_SPHERE:RAIN]
[RELIGION_SPHERE:REVENGE]
[RELIGION_SPHERE:SACRIFICE]
[RELIGION_SPHERE:SEASONS]
[RELIGION_SPHERE:SILENCE]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:STARS]
[RELIGION_SPHERE:STORMS]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:SUICIDE]
[RELIGION_SPHERE:SUN]
[RELIGION_SPHERE:THUNDER]
[RELIGION_SPHERE:TOURTURE]
[RELIGION_SPHERE:TREES]
[RELIGION_SPHERE:TRUTH]
[RELIGION_SPHERE:TWILIGHT]
[RELIGION_SPHERE:VALOR]
[RELIGION_SPHERE:VICTORY]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:WIND]
[VARIABLE_POSITIONS_ALL]
[POSITION:WARLORD]
[NAME:warlord:warlords]
[SITE]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[COMMANDER:WARRIOR:ALL]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:4:0:1]
[DUTY_BOUND]
[POSITION:WARRIOR]
[NAME:warrior:warriors]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:soldier:soldiers]
[PRECEDENCE:100]
[DO_NOT_CULL]
[DUTY_BOUND]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:PUNISH_EXILE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_REPIRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPIRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]
[WANDERER][BEAST_HUNTER][SCOUT]
[ABUSE_BODIES]
[ACTIVE_SEASON:AUTUMN][AMBUSHER][INVADERS_IGNORE_NEUTRALS]
[DIPLOMAT][SIEGER]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:UNCOMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[USE_ANIMAL_PRODUCTS]
[USE_ANY_PET_RACE]
[USE_CAVE_ANIMALS][USE_GOOD_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS][USE_GOOD_PLANTS]
[USE_EVIL_WOOD][USE_GOOD_WOOD]
[COMMON_DOMESTIC_PET]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[OUTDOOR_FARMING]
[CLOTHING]
[WOOD_WEAPONS]
[OUTDOOR_WOOD]
[CREATURE:AAROCOCKRA]
[DESCRIPTION:A humanoid bird man that lives in the mountains]
[NAME:aarokockra:aarocockras:aarocockra]
[CASTE_NAME:aarokockra:aarocockras:aarocockra]
[GENERAL_CHILD_NAME:aarocockra hatchling:aarocockra hatchlings]
[CREATURE_TILE:'A'][COLOR:3:3:3]
[NATURAL]
[POPULATION_NUMBER:15:30]
[BENIGN][NATURAL][INTELLIGENT][CANOPENDOORS]
[FLIER][EQUIPS][LIKES_FIGHTING]
[BONECARN]
[BABY:1]
[CHILD:4]
[NOCTURNAL][NOFEAR]
[HOMEOTHERM:10067]
[PREFSTRING:sense of duty]
[BODY:HUMANOID:2ARMS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:3FINGERS:BEAK:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:10000]
[BODY_SIZE:1:0:50000]
[BODY_SIZE:2:0:100000]
[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:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch at:snatches at]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_CHEEK:cheek]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[PHYS_ATT_RANGE:STRENGTH:150:600:800::1000:1100:1500]
[PHYS_ATT_RANGE:AGILITY:FOCUS:700:1200:1400:1500:1600:1800:2500] -
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[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]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[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]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[PROFESSION_NAME:CRAFTSMAN:craftsbird:craftsbirds]
[PROFESSION_NAME:FISHERMAN:fisherbird:fisherbirds]
[PROFESSION_NAME:HAMMERMAN:hammerbird:hammerbirds]
[PROFESSION_NAME:SPEARMAN:spearbird:spearbirds]
[PROFESSION_NAME:CROSSBOWMAN:marksbird:marksbirds]
[PROFESSION_NAME:AXEMAN:axebird:axebirds]
[PROFESSION_NAME:SWORDSMAN:swordsbifd:swordsbirds]
[PROFESSION_NAME:MACEMAN:macebird:macebirds]
[PROFESSION_NAME:PIKEMAN:pikebird:pikebirds]
[PROFESSION_NAME:BOWMAN:bowbird:bowbirds]
[PERSONALITY:SELF_DISCIPLINE:50:70:100]
[PERSONALITY:ORDERLINESS:50:70:100]
[PERSONALITY:MODESTY:0:30:50]
[PERSONALITY:DUTIFULNESS:50:70:100]
[PERSONALITY:CAUTIOUSNESS:50:70:100]
[PHYS_ATT_CAP_PERC_200]
[CASTE:FEMALE]
[FEMALE][LITTERSIZE:1:2]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[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:feathers: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:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
Firstly, some jobs don't have brackets at the end:
This:
[PERMITTED_JOB:WOODCUTTING
[PERMITTED_JOB:CARPENTRY
[PERMITTED_JOB:DETAILSTONE
[PERMITTED_JOB:MASONRY
[PERMITTED_JOB:PROCESSFISH
Should be this:
[PERMITTED_JOB:WOODCUTTING]
[PERMITTED_JOB:CARPENTRY]
[PERMITTED_JOB:DETAILSTONE]
[PERMITTED_JOB:MASONRY]
[PERMITTED_JOB:PROCESSFISH]
They aren't spawning because the creature's name in the entity file is misspelled.
This is the entity file: [CREATURE:AAROKOCKRA]
This is your creature: [CREATURE:AAROCOCKRA]
Those two need to be spelled the same.
Could you help me get this reaction working? I'm trying to get it to use any plant as a reagent:
[REACTION:FUEL]
[NAME:refine fuel]
[BUILDING:REFINERY:NONE]
[REAGENT:A:5:PLANT:NO_SUBTYPE:PLANT_MAT:NO_MATGLOSS][UNROTTEN]
[REAGENT:B:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:25:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:DRINK][PRODUCT_TO_CONTAINER:B]
[FUEL]
[SKILL:BREWING]
Sorry to derail your thread, but I'm having trouble adding shells to domestic animals, following the wiki guide I changed Cows (and dogs and horses) to the following in both the region save and general raws, but to no effect. Could you tell me what I've done w[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:SHELL:BRAIN:SKULL:MOUTH:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:SHELL_POSITIONS]
@jmz
I tried :CREATURE_MAT:TURTLE:FEMALE], and got "small live animal" and "raw fish", so that doesn't work.
Yes that means the item token you were using doesn't accept CREATURE_MAT as an argument. So essentially using that syntax is identical to using
FISH_RAW:NONE:NONE:NONE]
I don't know why you thought to use a caste as an argument for a CREATURE_MAT:CREATURE:subtype, although at this point anythng is worth a shot. In this context that would either select all materials assigned to the FEMALE caste (which is no different than the MALE cast in this sense, at least with 99.9% of all current creatures), or none of the creatures materials, not sure which.
For the record, doing something like :CREATURE_MAT:COW:BONE] _does_ select bone properly for the matgloss. Whatever you apply it to will be white and called "cow bone". But its functional properties are all defined by the item token. Tanned leather that's white and called "cow bone" isn't what we want. ;p We just need to find the right item token, or the right syntax for one of the item tokens we can't get to work. ie, the correct reaction for making cow bones should look like
[PRODUCT:100:1:AAAAA:BBBBB:CREATURE_MAT:COW:BONE]
But we either don't know what AAAAA and BBBBB are supposed to be, or we do, but it doesn't work(I think the right format will, in some later version, be CORPSEPIECE:NONE, or possibly CORPSEPIECE:BONE).
@scribble
I'm not 100% certain but I believe you must remove LEATHER and possibly HAIR from the creature for that to work. I'm referencing Neon's genesis mod cave tortoise now, he's got
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
On the other hand, I've never actually tested the cave tortoise to see if it actually produces shells when it's butchered.
UPDATE:
Tested Neon's cave tortoises, and they do indeed butcher into shells. Try generating a new world, if you haven't, I'm not sure if you're allowed to add new materials to an existing creature is made out of, or add body parts without either genning a new world, or waiting for more of those creatures to be born/arrive on your map.
If you're desperate for shells for a mood dwarf, just add the [SHELL] token to the MATERIAL_TEMPLATE_HOOF in material_templates_default.txt, and butcher a cow (existing hooves in your stockpile won't be shells, but new freshly butchered hooves will be).
That's what I got Flaede. I have 26 (a-z) free reaction spots to do stuff with.
My generic cheat shop...
[BUILDING_WORKSHOP:CHEAT_SHOP]
[NAME:Cheat Shop]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:2]
[BUILD_LABOR:CARPENTER]
[BUILD_KEY:NONE]
[BLOCK:1:1:0:1]
[BLOCK:2:0:0:0]
[BLOCK:3:1:0:1]
[DIM:3:3]
[TILE:0:1:32:49:32]
[TILE:0:2:32:49:32]
[TILE:0:3:32:49:32]
[COLOR:0:1:0:0:0:4:0:1:0:0:0]
[COLOR:0:2:0:0:0:4:0:1:0:0:0]
[COLOR:0:3:0:0:0:4:0:1:0:0:0]
[TILE:1:1:32:50:32]
[TILE:1:2:32:50:32]
[TILE:1:3:32:50:32]
[COLOR:1:1:0:0:0:4:0:1:0:0:0]
[COLOR:1:2:0:0:0:4:0:1:0:0:0]
[COLOR:1:3:0:0:0:4:0:1:0:0:0]
[TILE:2:1:0:51:0]
[TILE:2:2:0:51:0]
[TILE:2:3:0:51:0]
[COLOR:2:1:4:0:1:4:0:1:4:0:1]
[COLOR:2:2:4:0:1:4:0:1:4:0:1]
[COLOR:2:3:4:0:1:4:0:1:4:0:1]
[TILE:3:1:36:61:36]
[TILE:3:2:61:61:61]
[TILE:3:3:3:61:3]
[COLOR:3:1:5:0:1:5:0:1:5:0:1]
[COLOR:3:2:5:0:1:5:0:1:5:0:1]
[COLOR:3:3:5:0:1:5:0:1:5:0:1]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
My generic reaction slots...
reaction_cheats_items
[OBJECT:REACTION]
[REACTION:CHEAT_001]
[NAME:Granite 1]
[BUILDING:CHEAT_SHOP:CUSTOM_A]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:GRANITE]
[SKILL:SMELT]
[REACTION:CHEAT_002]
[NAME:Granite 100]
[BUILDING:CHEAT_SHOP:CUSTOM_B]
[PRODUCT:100:100:STONE:NO_SUBTYPE:STONE:GRANITE]
[SKILL:SMELT]
[REACTION:CHEAT_003]
[NAME:Granite 1000]
[BUILDING:CHEAT_SHOP:CUSTOM_C]
[PRODUCT:100:1000:STONE:NO_SUBTYPE:STONE:GRANITE]
[SKILL:SMELT]
[REACTION:CHEAT_004]
[NAME:Stone Clearing]
[BUILDING:CHEAT_SHOP:CUSTOM_D]
[REAGENT:10:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:1:1:STONE:NO_SUBTYPE:STONE:DACITE]
[SKILL:SMELT]
[REACTION:CHEAT_005]
[NAME:Willow Log]
[BUILDING:CHEAT_SHOP:CUSTOM_E]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]
[SKILL:SMELT]
[REACTION:CHEAT_006]
[NAME:Dragon Meat]
[BUILDING:CHEAT_SHOP:CUSTOM_F]
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:WDRAGON:MUSCLE]
[SKILL:SMELT]
[REACTION:CHEAT_007]
[NAME:Dragon Heart]
[BUILDING:CHEAT_SHOP:CUSTOM_G]
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:DRAGON:HEART]
[SKILL:SMELT]
[REACTION:CHEAT_008]
[NAME:Dragon Leather]
[BUILDING:CHEAT_SHOP:CUSTOM_H]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:DRAGON:LEATHER]
[SKILL:SMELT]
[REACTION:CHEAT_009]
[NAME:Dragon Quiver]
[BUILDING:CHEAT_SHOP:CUSTOM_I]
[PRODUCT:100:1:QUIVER:NONE:CREATURE_MAT:DRAGON:LEATHER]
[SKILL:SMELT]
[REACTION:CHEAT_010]
[NAME:Dragon Backpack]
[BUILDING:CHEAT_SHOP:CUSTOM_J]
[PRODUCT:100:1:BACKPACK:NONE:CREATURE_MAT:DRAGON:LEATHER]
[SKILL:SMELT]
[REACTION:CHEAT_011]
[NAME:Dragon Bag]
[BUILDING:CHEAT_SHOP:CUSTOM_K]
[PRODUCT:100:1:BOX:NONE:CREATURE_MAT:DRAGON:LEATHER][BAG]
[SKILL:SMELT]
[REACTION:CHEAT_012]
[NAME:GCS Cloth]
[BUILDING:CHEAT_SHOP:CUSTOM_L]
[PRODUCT:100:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]
[SKILL:SMELT]
[REACTION:CHEAT_013]
[NAME:GCS Thread]
[BUILDING:CHEAT_SHOP:CUSTOM_M]
[PRODUCT:100:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]
[SKILL:SMELT]
[REACTION:CHEAT_014]
[NAME:Gold Barrel]
[BUILDING:CHEAT_SHOP:CUSTOM_N]
[PRODUCT:100:1:BARREL:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_015]
[NAME:Gold Door]
[BUILDING:CHEAT_SHOP:CUSTOM_O]
[PRODUCT:100:1:DOOR:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_016]
[NAME:Gold Chair/Table]
[BUILDING:CHEAT_SHOP:CUSTOM_P]
[PRODUCT:100:1:CHAIR:NONE:METAL:GOLD]
[PRODUCT:100:1:TABLE:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_017]
[NAME:Gold Chest/Cabinet/Bed]
[BUILDING:CHEAT_SHOP:CUSTOM_Q]
[PRODUCT:100:2:BOX:NO_SUBTYPE:METAL:GOLD]
[PRODUCT:100:2:CABINET:NONE:METAL:GOLD]
[PRODUCT:100:1:BED:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_018]
[NAME:Gold Weapon/Armor Stand]
[BUILDING:CHEAT_SHOP:CUSTOM_R]
[PRODUCT:100:1:ARMORSTAND:NONE:METAL:GOLD]
[PRODUCT:100:1:WEAPONRACK:NONE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_019]
[NAME:Gold Bucket]
[BUILDING:CHEAT_SHOP:CUSTOM_S]
[PRODUCT:100:1:BUCKET:NO_SUBTYPE:METAL:GOLD]
[SKILL:SMELT]
[REACTION:CHEAT_020]
[NAME:Adamantine Statue]
[BUILDING:CHEAT_SHOP:CUSTOM_T]
[PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:ADAMANTINE]
[SKILL:SMELT]
[REACTION:CHEAT_021]
[NAME:Steel Chain]
[BUILDING:CHEAT_SHOP:CUSTOM_U]
[PRODUCT:100:1:CHAIN:NO_SUBTYPE:METAL:STEEL]
[SKILL:SMELT]
[REACTION:CHEAT_022]
[NAME:Steel Pick]
[BUILDING:CHEAT_SHOP:CUSTOM_V]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PICK:METAL:STEEL]
[SKILL:SMELT]
[REACTION:CHEAT_023]
[NAME:Willow Bolts]
[BUILDING:CHEAT_SHOP:CUSTOM_W]
[PRODUCT:100:5000:AMMO:ITEM_AMMO_BOLTS:PLANT_MAT:WILLOW:WOOD]
[PRODUCT]
[SKILL:SMELT]
[REACTION:CHEAT_024]
[NAME:Steel Bolts]
[BUILDING:CHEAT_SHOP:CUSTOM_X]
[PRODUCT:100:5000:AMMO:ITEM_AMMO_BOLTS::METAL:STEEL]
[PRODUCT]
[SKILL:SMELT]
[REACTION:CHEAT_025]
[NAME:Steel Ballista Parts]
[BUILDING:CHEAT_SHOP:CUSTOM_Y]
[PRODUCT:100:1:BALLISTAPARTS:NO_SUBTYPE:METAL:STEEL]
[SKILL:SMELT]
[REACTION:CHEAT_026]
[NAME:Steel Ballista Ammo]
[BUILDING:CHEAT_SHOP:CUSTOM_Z]
[PRODUCT:100:1:SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:METAL:STEEL]
[SKILL:SMELT]
These are the ones I use most often. The ones the say Dragon I was using for testing.
I had a set of reactions I used a lot for doing certain stuff, I got tired of looking through the smelter, so this is what I made.
Yay, it works.
[CREATURE:ELEMENTMAN_ROCK_MONSTER]
[DESCRIPTION:A strange, buff humanoid made completely out of rock!. It appears to be common, and is found all over.]
[NAME:rock monster:rock monsters:rock monster]
[CASTE_NAME:rock monster:rock monsters:rock monster]
[CREATURE_TILE:'R'][COLOR:5:0:1]
[LIKES_FIGHTING]
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:ANY_LAND]
[UNDERGROUND_DEPTH:0:3]
[FREQUENCY:100]
[POPULATION_NUMBER:50:100]
[NOBONES]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
INTELLIGENT
[BUILDINGDESTROYER:2]
LARGE_PREDATOR
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
CANOPENDOORS
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK]
[TISSUE_NAME:amethyst:NP]
[TISSUE_MATERIAL:INORGANIC:AMETHYST]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ROCK]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:AMETHYST]
[ALL_ACTIVE]
[LITTERSIZE:5:10]
[SELECT_CASTE:ALL]
Thanks guys!
And what's up with itemcorpse?
Is amethyst an actual rock? - EDIT: Never mind, I found out that it is a gem.
(Yes, this is a modified version of the creature called amethyst)
Hi there... back again. I'm still trying to mod the same creatures into the game. Both the creature and the entity were at the very top. It worked for a while, then I noticed I had an extra file named entity_aarocockra sitting around in the folder. I moved it, and now it won't work, no matter what I do.
The files are as follows:
[CREATURE:AAROCOCKRA]
[DESCRIPTION:A humanoid bird that lives in the mountains]
[NAME:aarokockra:aarocockras:aarocockra]
[CASTE_NAME:aarokockra:aarocockras:aarocockra]
[GENERAL_CHILD_NAME:aarocockra hatchling:aarocockra hatchlings]
[CREATURE_TILE:'A'][COLOR:3:3:3]
[NATURAL]
[POPULATION_NUMBER:15:30]
[BENIGN][NATURAL][INTELLIGENT][CANOPENDOORS]
[FLIER][EQUIPS][LIKES_FIGHTING]
[BONECARN]
[BABY:1]
[CHILD:4][SPEECH:goblin.txt]
[NOCTURNAL][NOFEAR]
[HOMEOTHERM:10067]
[PREFSTRING:sense of duty]
[BODY:HUMANOID:2ARMS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:4FINGERS:BEAK:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[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:25:40]
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch at:snatches at]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_CHEEK:cheek]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[PHYS_ATT_RANGE:STRENGTH:150:600:800::1000:1100:1500]
[PHYS_ATT_RANGE:AGILITY:FOCUS:700:1200:1400:1500:1600:1800:2500] -
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[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]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[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]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[PROFESSION_NAME:CRAFTSMAN:craftsbird:craftsbirds]
[PROFESSION_NAME:FISHERMAN:fisherbird:fisherbirds]
[PROFESSION_NAME:HAMMERMAN:hammerbird:hammerbirds]
[PROFESSION_NAME:SPEARMAN:spearbird:spearbirds]
[PROFESSION_NAME:CROSSBOWMAN:marksbird:marksbirds]
[PROFESSION_NAME:AXEMAN:axebird:axebirds]
[PROFESSION_NAME:SWORDSMAN:swordsbird:swordsbirds]
[PROFESSION_NAME:MACEMAN:macebird:macebirds]
[PROFESSION_NAME:PIKEMAN:pikebird:pikebirds]
[PROFESSION_NAME:BOWMAN:bowbird:bowbirds]
[PERSONALITY:SELF_DISCIPLINE:50:70:100]
[PERSONALITY:ORDERLINESS:50:70:100]
[PERSONALITY:MODESTY:0:30:50]
[PERSONALITY:DUTIFULNESS:50:70:100]
[PERSONALITY:CAUTIOUSNESS:50:70:100]
[PHYS_ATT_CAP_PERC_200]
[CASTE:FEMALE]
[FEMALE][MULTIPLE_LITTER_RARE]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:BROWN:1:GRAY: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:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:feathers:PLURAL]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ORANGE:1:RED:1:YELLOW:1:COPPER:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
[ENTITY:AAROCOCKRA]
[CREATURE:AAROKOCKRA]
[TRANSLATION:GOBLIN]
[INDIV_CONTROLLABLE]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:UNCOMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_PUZZLEBOX]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:IRON:1]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[METAL_PREF]
[STONE_PREF]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[OUTDOOR_FARMING]
[OUTDOOR_WOOD]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:70]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:200]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:400]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:1:0:1]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:SPRING]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CHILDREN]
[RELIGION_SPHERE:COURAGE]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:DAWN]
[RELIGION_SPHERE:DAY]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:DUSK]
[RELIGION_SPHERE:DUTY]
[RELIGION_SPHERE:FAMILY]
[RELIGION_SPHERE:FATE]
[RELIGION_SPHERE:FISH]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:JUSTICE]
[RELIGION_SPHERE:LABOR]
[RELIGION_SPHERE:LAWS]
[RELIGION_SPHERE:LIGHT]
[RELIGION_SPHERE:LIGHTNING]
[RELIGION_SPHERE:MIST]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:MURDER]
[RELIGION_SPHERE:MUSIC]
[RELIGION_SPHERE:NATURE]
[RELIGION_SPHERE:NIGHT]
[RELIGION_SPHERE:OATHS]
[RELIGION_SPHERE:ORDER]
[RELIGION_SPHERE:RAIN]
[RELIGION_SPHERE:REVENGE]
[RELIGION_SPHERE:SACRIFICE]
[RELIGION_SPHERE:SEASONS]
[RELIGION_SPHERE:SILENCE]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:STARS]
[RELIGION_SPHERE:STORMS]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:SUICIDE]
[RELIGION_SPHERE:SUN]
[RELIGION_SPHERE:THUNDER]
[RELIGION_SPHERE:TOURTURE]
[RELIGION_SPHERE:TREES]
[RELIGION_SPHERE:TRUTH]
[RELIGION_SPHERE:TWILIGHT]
[RELIGION_SPHERE:VALOR]
[RELIGION_SPHERE:VICTORY]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:WIND]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[WILL_ACCEPT_TRIBUTE]
[BIOME_SUPPORT:MOUNTAIN:7]
[BIOME_SUPPORT:GLACIER:1]
[BIOME_SUPPORT:TUNDRA:2]
[BIOME_SUPPORT:SWAMP_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:SWAMP_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:MARSH_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:MARSH_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:SWAMP_MANGROVE:3]
[BIOME_SUPPORT:MARSH_TROPICAL_FRESHWATER:2]
[BIOME_SUPPORT:MARSH_TROPICAL_SALTWATER:1]
[BIOME_SUPPORT:FOREST_TAIGA:2]
[BIOME_SUPPORT:FOREST_TEMPERATE_CONIFER:4]
[BIOME_SUPPORT:FOREST_TEMPERATE_BROADLEAF:4]
[BIOME_SUPPORT:FOREST_TROPICAL_CONIFER:3]
[BIOME_SUPPORT:FOREST_TROPICAL_DRY_BROADLEAF:3]
[BIOME_SUPPORT:FOREST_TROPICAL_MOIST_BROADLEAF:3]
[BIOME_SUPPORT:GRASSLAND_TEMPERATE:4]
[BIOME_SUPPORT:ANY_GRASSLAND:4]
[BIOME_SUPPORT:SAVANNA_TEMPERATE:3]
[BIOME_SUPPORT:SHRUBLAND_TEMPERATE:4]
[BIOME_SUPPORT:GRASSLAND_TROPICAL:3]
[BIOME_SUPPORT:SAVANNA_TROPICAL:3]
[BIOME_SUPPORT:SHRUBLAND_TROPICAL:3]
[BIOME_SUPPORT:ANY_OCEAN:0]
[BIOME_SUPPORT:ANY_LAKE:0]
[BIOME_SUPPORT:ANY_RIVER:0]
[BIOME_SUPPORT:ANY_POOL:0]
[BIOME_SUPPORT:ANY_DESERT:5]
[START_BIOME:MOUNTAIN]
[START_BIOME:FOREST_TAIGA]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:CAVE]
[LIKES_SITE:RUIN]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:DARK_FORTRESS]
[START_GROUP_NUMBER:15]
[MAX_POP_NUMBER:500]
[MAX_SITE_POP_NUMBER:200]
[MAX_STARTING_CIV_NUMBER:3]
[PERMITTED_JOB:AXE]
[PERMITTED_JOB:SWORD]
[PERMITTED_JOB:MISC_WEAPON]
[PERMITTED_JOB:DAGGER]
[PERMITTED_JOB:MACE]
[PERMITTED_JOB:SPEAR]
[PERMITTED_JOB:CROSSBOW]
[PERMITTED_JOB:SHIELD]
[PERMITTED_JOB:ARMOR]
[PERMITTED_JOB:PIKE]
[PERMITTED_JOB:WHIP]
[PERMITTED_JOB:BOW]
[PERMITTED_JOB:BLOWGUN]
[PERMITTED_JOB:THROW]
[PERMITTED_JOB:MECHANICS]
[PERMITTED_JOB:MAGIC_NATURE]
[PERMITTED_JOB:SNEAK]
[PERMITTED_JOB:DESIGNBUILDING]
[PERMITTED_JOB:DRESS_WOUNDS]
[PERMITTED_JOB:SET_BONE]
[PERMITTED_JOB:SUTURE]
[PERMITTED_JOB:JUDGING_INTENT]
[PERMITTED_JOB:APPRAISAL]
[PERMITTED_JOB:ORGANIZATION]
[PERMITTED_JOB:RECORD_KEEPING]
[PERMITTED_JOB:INTIMIDATION]
[PERMITTED_JOB:CONVERSATION]
[PERMITTED_JOB:TRACKING]
[PERMITTED_JOB:KNOWLEDGE_ACQUISITION]
[PERMITTED_JOB:CONCENTRATION]
[PERMITTED_JOB:PROSE]
[PERMITTED_JOB:READING]
[PERMITTED_JOB:SPEAKING]
[PERMITTED_JOB:COORDINATION]
[PERMITTED_JOB:LEADERSHIP]
[PERMITTED_JOB:TEACHING]
[PERMITTED_JOB:MELEE_COMBAT]
[PERMITTED_JOB:RANGED_COMBAT]
[PERMITTED_JOB:WRESTLING]
[PERMITTED_JOB:BITE]
[PERMITTED_JOB:GRASP_STRIKE]
[PERMITTED_JOB:STANCE_STRIKE]
[PERMITTED_JOB:DODGING]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[ART_IMAGE_ELEMENT_MODIFIER:CREATURE:512]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[VARIABLE_POSITIONS_ALL]
[POSITION:WARLORD]
[NAME:warlord:warlords]
[SITE]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[COMMANDER:WARRIOR:ALL]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:4:0:1]
[DUTY_BOUND]
[POSITION:WARRIOR]
[NAME:warrior:warriors]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:soldier:soldiers]
[PRECEDENCE:100]
[DO_NOT_CULL]
[DUTY_BOUND]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:PUNISH_EXILE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_REPIRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPIRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
When I try putting them as separate files I put creature_aarocockra and entity_aarocockra (these are the file names as well) at the top, but this seems to have the odd side effects of letting me play as a goblin in adventure mode.
Okay, from a read-through, in the creature file I see...
[PHYS_ATT_CAP_PERC_200]
should be
[PHYS_ATT_CAP_PERC:200]
And you assign the feather color in the female caste, making males have no feather color.
In the entity file, you have the
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
block twice, with different numbers.
Neither of those should make your aaracokras not appear, though. I'll try them out later.
Edit:
Error log:
*** Error(s) found in the file "raw/objects/creature_test.txt"
AAROCOCKRA:Unrecognized Creature Caste Body Token: 2ARMS
AAROCOCKRA:Unrecognized Creature Token: PHYS_ATT_CAP_PERC_200
*** Error(s) found in the file "raw/objects/entity_test.txt"
Unrecognized Sphere Token: TOURTURE
Unrecognized Site Token: RUIN
Unrecognized Unit Type Token: AXE
Unrecognized Unit Type Token: SWORD
Unrecognized Unit Type Token: MISC_WEAPON
Unrecognized Unit Type Token: DAGGER
Unrecognized Unit Type Token: MACE
Unrecognized Unit Type Token: SPEAR
Unrecognized Unit Type Token: CROSSBOW
Unrecognized Unit Type Token: SHIELD
Unrecognized Unit Type Token: ARMOR
Unrecognized Unit Type Token: PIKE
Unrecognized Unit Type Token: WHIP
Unrecognized Unit Type Token: BOW
Unrecognized Unit Type Token: BLOWGUN
Unrecognized Unit Type Token: THROW
Unrecognized Unit Type Token: MECHANICS
Unrecognized Unit Type Token: MAGIC_NATURE
Unrecognized Unit Type Token: SNEAK
Unrecognized Unit Type Token: DESIGNBUILDING
Unrecognized Unit Type Token: DRESS_WOUNDS
Unrecognized Unit Type Token: SET_BONE
Unrecognized Unit Type Token: SUTURE
Unrecognized Unit Type Token: JUDGING_INTENT
Unrecognized Unit Type Token: APPRAISAL
Unrecognized Unit Type Token: ORGANIZATION
Unrecognized Unit Type Token: RECORD_KEEPING
Unrecognized Unit Type Token: INTIMIDATION
Unrecognized Unit Type Token: CONVERSATION
Unrecognized Unit Type Token: TRACKING
Unrecognized Unit Type Token: KNOWLEDGE_ACQUISITION
Unrecognized Unit Type Token: CONCENTRATION
Unrecognized Unit Type Token: PROSE
Unrecognized Unit Type Token: READING
Unrecognized Unit Type Token: SPEAKING
Unrecognized Unit Type Token: COORDINATION
Unrecognized Unit Type Token: LEADERSHIP
Unrecognized Unit Type Token: TEACHING
Unrecognized Unit Type Token: MELEE_COMBAT
Unrecognized Unit Type Token: RANGED_COMBAT
Unrecognized Unit Type Token: WRESTLING
Unrecognized Unit Type Token: BITE
Unrecognized Unit Type Token: GRASP_STRIKE
Unrecognized Unit Type Token: STANCE_STRIKE
Unrecognized Unit Type Token: DODGING
AAROCOCKRA:Unrecognized Entity Token: VARIABLE_POSITIONS_ALL
Unrecognized Ethic Response Token: PUNISH_REPIRIMAND
Unrecognized Ethic Response Token: PUNISH_REPIRIMAND
*** Error(s) finalizing the creature AAROCOCKRA
Error Initializing Text: data/speech/goblin.txt
There is no body tag 2ARMS in vanilla, and with HUMANOID, you don't need to add arms - that body has arms already.
The sphere is TORTURE, the site RUIN no longer exists separate from other site, the punishment is PUNISH_REPRIMAND, and the variable position tag is VARIABLE_POSITIONS:ALL.
For the PERMITTED_JOB thing that causes a whole lot of errors, simply copy the dwarven list of permitted jobs. That'll already give you all jobs.
There is no file goblin.txt in the data/speech directory. Simply delete the
[SPEECH:goblin.txt]
line.
Edit edit:
Try these raws:
[CREATURE:AAROCOCKRA]
[DESCRIPTION:A humanoid bird that lives in the mountains]
[NAME:aarokockra:aarocockras:aarocockra]
[CASTE_NAME:aarokockra:aarocockras:aarocockra]
[GENERAL_CHILD_NAME:aarocockra hatchling:aarocockra hatchlings]
[CREATURE_TILE:'A'][COLOR:3:3:3]
[BENIGN][NATURAL][INTELLIGENT][CANOPENDOORS]
[FLIER][EQUIPS][LIKES_FIGHTING]
[BONECARN]
[BABY:1]
[CHILD:4]
[NOCTURNAL][NOFEAR]
[HOMEOTHERM:10067]
[PREFSTRING:sense of duty]
[BODY:HUMANOID:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:4FINGERS:BEAK:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[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:25:40]
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch at:snatches at]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_CHEEK:cheek]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[PHYS_ATT_RANGE:STRENGTH:150:600:800::1000:1100:1500]
[PHYS_ATT_RANGE:AGILITY:FOCUS:700:1200:1400:1500:1600:1800:2500] -
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800::1000:1100:1500]
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[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]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[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]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[PROFESSION_NAME:CRAFTSMAN:craftsbird:craftsbirds]
[PROFESSION_NAME:FISHERMAN:fisherbird:fisherbirds]
[PROFESSION_NAME:HAMMERMAN:hammerbird:hammerbirds]
[PROFESSION_NAME:SPEARMAN:spearbird:spearbirds]
[PROFESSION_NAME:CROSSBOWMAN:marksbird:marksbirds]
[PROFESSION_NAME:AXEMAN:axebird:axebirds]
[PROFESSION_NAME:SWORDSMAN:swordsbird:swordsbirds]
[PROFESSION_NAME:MACEMAN:macebird:macebirds]
[PROFESSION_NAME:PIKEMAN:pikebird:pikebirds]
[PROFESSION_NAME:BOWMAN:bowbird:bowbirds]
[PERSONALITY:SELF_DISCIPLINE:50:70:100]
[PERSONALITY:ORDERLINESS:50:70:100]
[PERSONALITY:MODESTY:0:30:50]
[PERSONALITY:DUTIFULNESS:50:70:100]
[PERSONALITY:CAUTIOUSNESS:50:70:100]
[PHYS_ATT_CAP_PERC:200]
[CASTE:FEMALE]
[FEMALE][MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:BROWN:1:GRAY: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:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ORANGE:1:RED:1:YELLOW:1:COPPER:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
[ENTITY:AAROCOCKRA]
[CREATURE:AAROCOCKRA]
[TRANSLATION:GOBLIN]
[INDIV_CONTROLLABLE]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:UNCOMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_PUZZLEBOX]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:IRON:1]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[METAL_PREF]
[STONE_PREF]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[OUTDOOR_FARMING]
[OUTDOOR_WOOD]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:70]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:200]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:400]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:1:0:1]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:SPRING]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CHILDREN]
[RELIGION_SPHERE:COURAGE]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:DAWN]
[RELIGION_SPHERE:DAY]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:DUSK]
[RELIGION_SPHERE:DUTY]
[RELIGION_SPHERE:FAMILY]
[RELIGION_SPHERE:FATE]
[RELIGION_SPHERE:FISH]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:JUSTICE]
[RELIGION_SPHERE:LABOR]
[RELIGION_SPHERE:LAWS]
[RELIGION_SPHERE:LIGHT]
[RELIGION_SPHERE:LIGHTNING]
[RELIGION_SPHERE:MIST]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:MURDER]
[RELIGION_SPHERE:MUSIC]
[RELIGION_SPHERE:NATURE]
[RELIGION_SPHERE:NIGHT]
[RELIGION_SPHERE:OATHS]
[RELIGION_SPHERE:ORDER]
[RELIGION_SPHERE:RAIN]
[RELIGION_SPHERE:REVENGE]
[RELIGION_SPHERE:SACRIFICE]
[RELIGION_SPHERE:SEASONS]
[RELIGION_SPHERE:SILENCE]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:STARS]
[RELIGION_SPHERE:STORMS]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:SUICIDE]
[RELIGION_SPHERE:SUN]
[RELIGION_SPHERE:THUNDER]
[RELIGION_SPHERE:TOURTURE]
[RELIGION_SPHERE:TREES]
[RELIGION_SPHERE:TRUTH]
[RELIGION_SPHERE:TWILIGHT]
[RELIGION_SPHERE:VALOR]
[RELIGION_SPHERE:VICTORY]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:WIND]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[WILL_ACCEPT_TRIBUTE]
[START_BIOME:MOUNTAIN]
[START_BIOME:FOREST_TAIGA]
[BIOME_SUPPORT:MOUNTAIN:7]
[BIOME_SUPPORT:GLACIER:1]
[BIOME_SUPPORT:TUNDRA:2]
[BIOME_SUPPORT:SWAMP_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:SWAMP_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:MARSH_TEMPERATE_FRESHWATER:4]
[BIOME_SUPPORT:MARSH_TEMPERATE_SALTWATER:3]
[BIOME_SUPPORT:SWAMP_MANGROVE:3]
[BIOME_SUPPORT:MARSH_TROPICAL_FRESHWATER:2]
[BIOME_SUPPORT:MARSH_TROPICAL_SALTWATER:1]
[BIOME_SUPPORT:FOREST_TAIGA:2]
[BIOME_SUPPORT:FOREST_TEMPERATE_CONIFER:4]
[BIOME_SUPPORT:FOREST_TEMPERATE_BROADLEAF:4]
[BIOME_SUPPORT:FOREST_TROPICAL_CONIFER:3]
[BIOME_SUPPORT:FOREST_TROPICAL_DRY_BROADLEAF:3]
[BIOME_SUPPORT:FOREST_TROPICAL_MOIST_BROADLEAF:3]
[BIOME_SUPPORT:GRASSLAND_TEMPERATE:4]
[BIOME_SUPPORT:ANY_GRASSLAND:4]
[BIOME_SUPPORT:SAVANNA_TEMPERATE:3]
[BIOME_SUPPORT:SHRUBLAND_TEMPERATE:4]
[BIOME_SUPPORT:GRASSLAND_TROPICAL:3]
[BIOME_SUPPORT:SAVANNA_TROPICAL:3]
[BIOME_SUPPORT:SHRUBLAND_TROPICAL:3]
[BIOME_SUPPORT:ANY_DESERT:5]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:DARK_FORTRESS]
[START_GROUP_NUMBER:15]
[MAX_POP_NUMBER:500]
[MAX_SITE_POP_NUMBER:200]
[MAX_STARTING_CIV_NUMBER:3]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[ART_IMAGE_ELEMENT_MODIFIER:CREATURE:512]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[VARIABLE_POSITIONS:ALL]
[POSITION:WARLORD]
[NAME:warlord:warlords]
[SITE]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[COMMANDER:WARRIOR:ALL]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:4:0:1]
[DUTY_BOUND]
[POSITION:WARRIOR]
[NAME:warrior:warriors]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:soldier:soldiers]
[PRECEDENCE:100]
[DO_NOT_CULL]
[DUTY_BOUND]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:PUNISH_EXILE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
Edit edit edit: Always check the spelling of your objects. The big problem was that you misspelled the creature name in the entity file.
Ok, Hey y'all in the Forums this is my 2nd post and I have some questions
1) How can I, or is it even possible, to make my dwarves(dwarfs?) never dies from falling a 100z level fall? I already have Adamantine skin and bones,& have set my healing rates all to 1(should it be 1 or 0?). Here are my dwarves(dwarfs?)
It's a bit lengthy. (sorry)
[CREATURE:DWARF]
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]
[NAME:dwarf:dwarves:dwarven]
[CASTE_NAME:dwarf:dwarves:dwarven]
[CREATURE_TILE:1][COLOR:3:0:0]
Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier. Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.
[SPEED:0]
[NOFEAR]
[NOSTUN]
[NONAUSEA]
[NOPAIN]
[NO_DIZZINESS]
[NO_FEVERS]
[NOEXERT]
[NO_EAT]
[NO_SLEEP]
[NO_DRINK]
[NOBREATHE]
[DRAGONFIREBREATH]
[PARALYZEIMMUNE]
[EXTRAVISION]
[FIREBREATH]
[FIREIMMUNE]
[FIREIMMUNE_SUPER]
[MAGMA_VISION]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PEARL]
[CAN_LEARN]
[WEBIMMUNE]
[LIGHT_GEN]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20]
[NOSMELLYROT]
[NOSTUCKINS]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ADAMANTINE:FAT:MUSCLE:BONE_ADAMANTINE:CARTILAGE]
[TISSUE:ADAMANTINE]
[TISSUE_NAME:adamantine:adamantine]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
[TISSUE:BONE_ADAMANTINE]
[TISSUE_NAME:adamantine bone:NP]
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:BONE]
[REMOVE_MATERIAL:SKIN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:BONE]
[REMOVE_TISSUE:SKIN]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
Eyebrows and eyelashes are manually added here.
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:NONE]
[IF_EXISTS_SET_BOILING_POINT:NONE]
[SPEC_HEAT:NONE]
And nails.
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
Set up some major arteries that couldn't be handled in the raw templates. The selection commands can be used to grab tissue layers to adjust their properties after they have been created.
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
Then back to some more body detail plans.
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:300] Of course! Standard relative size for humanoids is 200.
Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them. The number afterward is the healing rate. Lower is faster.
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:1]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:1]
This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.
This controls the bleeding behavior.
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:NONE]
These classes are used by syndromes (such as poison) as well as some restricted entity positions. You can name them whatever you want.
[CREATURE_CLASS:GENERAL_POISON]
Some tags to control the overall infection behavior.
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers. The numbers are different percentile values. 1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.
[SKILL_RATES:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:ENDURANCE:5000]
[PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:RECUPERATION:5000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:FOCUS:5000]
[MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:CREATIVITY:5000]
[MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:PATIENCE:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:MEMORY:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]
[MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:EMPATHY:5000]
[MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:MUSICALITY:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]
[MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:INTUITION:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:WILLPOWER:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]
These tags establish the growth phases of the creature's life. The format is (BODY_SIZE|<year>|<day>|<average size>).
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[BODY_SIZE:200:0:20000000]
These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:2000]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:2000]
[APP_MOD_IMPORTANCE:500]
In order to set properties for body parts, first you select them. In this case, we select all body parts of category EYE, then we add a few modifiers to them.
[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]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[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]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[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:NECK]
[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]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
These are as before.
Attack definitions are formatted as follows:
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
This causes all of the nails on the finger's of a given grasp to be used.
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
This causes all of the teeth on a given head to be used.
[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_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level. These names could be gender-specific but aren't right now.
[BABY:1]
[GENERAL_BABY_NAME:dwarven baby:dwarven babies]
[BABYNAME:dwarven baby:dwarven babies]
[CHILD:12]
[GENERAL_CHILD_NAME:dwarven child:dwarven children]
[CHILDNAME:dwarven child:dwarven children]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]
This is the new format for making specific unit names for a creature. Any unit token can be used. If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.
[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:9000]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
Now we'll declare the specific castes.
[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[LITTERSIZE:1:90]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
This command lets you select all of the castes again.
[SELECT_CASTE:ALL]
Now we'll select all of the hair tissue layers we can find so that we can add colorations to them. Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.
[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:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
This gives the start and finish time in <year>|<days> for the color change to occur
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]
Now we'll select the eyebrows and eyelashes and give them variable lengths.
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
All of the other hair is selected and started at length zero. It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in. I used one modifier here because the growth rates and starting length are all the same.
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
Here we set the growth rate. This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive. The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
Here we handle nail length.
*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]
Here all of the skin is selected and various colors are listed.
[SET_TL_GROUP:BY_CATEGORY:ALL:ADAMANTINE]
[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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
Now we do the eyes, using the somewhat clunky eye color patterns.
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[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]
2) I've removed all the drink, breathe ,etc tokens but my dwarves still go slower after going a year without alcohol (I also removed the alcohol dependent tag) what can i do?
3) how can i increase the mating cycle in my animal (or dwarves?)
I didn't find a reaction to make fat, or soap. So I made one that works for me.
[REACTION:MAKE_FAT]
[NAME:make fat]
[BUILDING:CHEAT_WORKSHOP:NONE]
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:20:GLOB:NONE:CREATURE_MAT:COW:FAT][PRODUCT_TO_CONTAINER:A]
[SKILL:SOAP_MAKING]
Which I based off of
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:COW:BLOOD][PRODUCT_TO_CONTAINER:A]
From Shaostoul's wiki page.
Sorry if it's redundant, I couldn't find one with a search.
I can't get the lye into the barrel. Is there anything visibly wrong with this? I could get the fat in the barrel, but not the lye, so I removed the necessary tags from the fat.
[REACTION:SUMMONING]
[NAME:summon lye and fat]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:GLOB:NONE:CREATURE_MAT:COW:FAT]
[PRODUCT:100:100:LIQUID_MISC:NONE:LYE:NONE][PRODUCT_TO_CONTAINER:A]
[SKILL:SMELT]
I have made a reaction that makes the soap bars directly, if it helps.
I haven't seen anyone clean with it, or use it. But they have moved it from my workshops to the hospital zone.
[REACTION:MAKE_SOAP2]
[NAME:make soap]
[BUILDING:CHEAT_WORKSHOP:NONE]
[PRODUCT:100:20:BAR:NONE:CREATURE_MAT:COW:SOAP]
[SKILL:SOAP_MAKING]
Well you have to have the entries in the entity_default for starters.
I believe this is everything you need in the entity_default...
[PERMITTED_BUILDING:TRAINING_BOOTH_CIVILIAN]
[PERMITTED_BUILDING:TRAINING_BOOTH_MILITARY]
[PERMITTED_BUILDING:CHEAT_SHOP]
[PERMITTED_BUILDING:CHEAT_FREE_MINERAL]
[PERMITTED_BUILDING:CHEAT_FREE_STONE]
[PERMITTED_BUILDING:CHEAT_FREE_METAL]
[PERMITTED_BUILDING:CHEAT_FREE_GEM]
[PERMITTED_BUILDING:CHEAT_FREE_PLANT]
[PERMITTED_BUILDING:CHEAT_FREE_TREE]
[PERMITTED_REACTION:CHEAT_TREE_001]
[PERMITTED_REACTION:CHEAT_TREE_002]
[PERMITTED_REACTION:CHEAT_TREE_003]
[PERMITTED_REACTION:CHEAT_TREE_004]
[PERMITTED_REACTION:CHEAT_TREE_005]
[PERMITTED_REACTION:CHEAT_TREE_006]
[PERMITTED_REACTION:CHEAT_TREE_007]
[PERMITTED_REACTION:CHEAT_TREE_008]
[PERMITTED_REACTION:CHEAT_TREE_009]
[PERMITTED_REACTION:CHEAT_TREE_010]
[PERMITTED_REACTION:CHEAT_TREE_011]
[PERMITTED_REACTION:CHEAT_TREE_012]
[PERMITTED_REACTION:CHEAT_TREE_013]
[PERMITTED_REACTION:CHEAT_TREE_014]
[PERMITTED_REACTION:CHEAT_TREE_015]
[PERMITTED_REACTION:CHEAT_TREE_016]
[PERMITTED_REACTION:CHEAT_TREE_017]
[PERMITTED_REACTION:CHEAT_TREE_018]
[PERMITTED_REACTION:CHEAT_TREE_019]
[PERMITTED_REACTION:CHEAT_TREE_020]
[PERMITTED_REACTION:CHEAT_TREE_021]
[PERMITTED_REACTION:CHEAT_TREE_022]
[PERMITTED_REACTION:CHEAT_TREE_023]
[PERMITTED_REACTION:CHEAT_TREE_024]
[PERMITTED_REACTION:CHEAT_TREE_025]
[PERMITTED_REACTION:CHEAT_TREE_026]
[PERMITTED_REACTION:CHEAT_TREE_027]
[PERMITTED_REACTION:CHEAT_TREE_028]
[PERMITTED_REACTION:CHEAT_TREE_029]
[PERMITTED_REACTION:CHEAT_TREE_030]
[PERMITTED_REACTION:CHEAT_TREE_031]
[PERMITTED_REACTION:CHEAT_PLANT_001]
[PERMITTED_REACTION:CHEAT_PLANT_002]
[PERMITTED_REACTION:CHEAT_PLANT_003]
[PERMITTED_REACTION:CHEAT_PLANT_004]
[PERMITTED_REACTION:CHEAT_PLANT_005]
[PERMITTED_REACTION:CHEAT_PLANT_006]
[PERMITTED_REACTION:CHEAT_PLANT_007]
[PERMITTED_REACTION:CHEAT_PLANT_008]
[PERMITTED_REACTION:CHEAT_PLANT_009]
[PERMITTED_REACTION:CHEAT_PLANT_010]
[PERMITTED_REACTION:CHEAT_PLANT_011]
[PERMITTED_REACTION:CHEAT_PLANT_012]
[PERMITTED_REACTION:CHEAT_PLANT_013]
[PERMITTED_REACTION:CHEAT_PLANT_014]
[PERMITTED_REACTION:CHEAT_PLANT_015]
[PERMITTED_REACTION:CHEAT_PLANT_016]
[PERMITTED_REACTION:CHEAT_PLANT_017]
[PERMITTED_REACTION:CHEAT_PLANT_018]
[PERMITTED_REACTION:CHEAT_PLANT_019]
[PERMITTED_REACTION:CHEAT_PLANT_020]
[PERMITTED_REACTION:CHEAT_PLANT_021]
[PERMITTED_REACTION:CHEAT_001]
[PERMITTED_REACTION:CHEAT_002]
[PERMITTED_REACTION:CHEAT_003]
[PERMITTED_REACTION:CHEAT_004]
[PERMITTED_REACTION:CHEAT_005]
[PERMITTED_REACTION:CHEAT_006]
[PERMITTED_REACTION:CHEAT_007]
[PERMITTED_REACTION:CHEAT_008]
[PERMITTED_REACTION:CHEAT_009]
[PERMITTED_REACTION:CHEAT_010]
[PERMITTED_REACTION:CHEAT_011]
[PERMITTED_REACTION:CHEAT_012]
[PERMITTED_REACTION:CHEAT_013]
[PERMITTED_REACTION:CHEAT_014]
[PERMITTED_REACTION:CHEAT_015]
[PERMITTED_REACTION:CHEAT_016]
[PERMITTED_REACTION:CHEAT_017]
[PERMITTED_REACTION:CHEAT_018]
[PERMITTED_REACTION:CHEAT_019]
[PERMITTED_REACTION:CHEAT_020]
[PERMITTED_REACTION:CHEAT_021]
[PERMITTED_REACTION:CHEAT_022]
[PERMITTED_REACTION:CHEAT_023]
[PERMITTED_REACTION:CHEAT_024]
[PERMITTED_REACTION:CHEAT_025]
[PERMITTED_REACTION:CHEAT_026]
[PERMITTED_REACTION:TRAIN_M_001]
[PERMITTED_REACTION:TRAIN_M_002]
[PERMITTED_REACTION:TRAIN_M_003]
[PERMITTED_REACTION:TRAIN_M_004]
[PERMITTED_REACTION:TRAIN_M_005]
[PERMITTED_REACTION:TRAIN_M_006]
[PERMITTED_REACTION:TRAIN_M_007]
[PERMITTED_REACTION:TRAIN_M_008]
[PERMITTED_REACTION:TRAIN_M_009]
[PERMITTED_REACTION:TRAIN_M_010]
[PERMITTED_REACTION:TRAIN_M_011]
[PERMITTED_REACTION:TRAIN_M_012]
[PERMITTED_REACTION:TRAIN_C_001]
[PERMITTED_REACTION:TRAIN_C_002]
[PERMITTED_REACTION:TRAIN_C_003]
[PERMITTED_REACTION:TRAIN_C_004]
[PERMITTED_REACTION:TRAIN_C_005]
[PERMITTED_REACTION:TRAIN_C_006]
[PERMITTED_REACTION:TRAIN_C_007]
[PERMITTED_REACTION:TRAIN_C_008]
[PERMITTED_REACTION:TRAIN_C_009]
[PERMITTED_REACTION:TRAIN_C_010]
[PERMITTED_REACTION:TRAIN_C_011]
[PERMITTED_REACTION:TRAIN_C_012]
[PERMITTED_REACTION:TRAIN_C_013]
[PERMITTED_REACTION:TRAIN_C_014]
[PERMITTED_REACTION:TRAIN_C_015]
[PERMITTED_REACTION:TRAIN_C_016]
[PERMITTED_REACTION:TRAIN_C_017]
[PERMITTED_REACTION:TRAIN_C_018]
[PERMITTED_REACTION:TRAIN_C_019]
[PERMITTED_REACTION:TRAIN_C_020]
[PERMITTED_REACTION:TRAIN_C_021]
[PERMITTED_REACTION:TRAIN_C_022]
[PERMITTED_REACTION:TRAIN_C_023]
[PERMITTED_REACTION:TRAIN_C_024]
[PERMITTED_REACTION:TRAIN_C_025]
[PERMITTED_REACTION:TRAIN_C_026]
[PERMITTED_REACTION:TRAIN_C_027]
[PERMITTED_REACTION:TRAIN_C_028]
[PERMITTED_REACTION:TRAIN_C_029]
[PERMITTED_REACTION:TRAIN_C_030]
[PERMITTED_REACTION:TRAIN_C_031]
[PERMITTED_REACTION:TRAIN_C_032]
[PERMITTED_REACTION:TRAIN_C_033]
[PERMITTED_REACTION:TRAIN_C_034]
[PERMITTED_REACTION:TRAIN_C_035]
[PERMITTED_REACTION:TRAIN_C_036]
[PERMITTED_REACTION:TRAIN_C_037]
[PERMITTED_REACTION:TRAIN_C_038]
[PERMITTED_REACTION:TRAIN_C_039]
[PERMITTED_REACTION:TRAIN_C_040]
[PERMITTED_REACTION:TRAIN_C_041]
[PERMITTED_REACTION:TRAIN_C_042]
[PERMITTED_REACTION:TRAIN_C_043]
[PERMITTED_REACTION:TRAIN_C_044]
[PERMITTED_REACTION:TRAIN_C_045]
[PERMITTED_REACTION:TRAIN_C_046]
[PERMITTED_REACTION:TRAIN_C_047]
[PERMITTED_REACTION:TRAIN_C_048]
[PERMITTED_REACTION:TRAIN_C_049]
[PERMITTED_REACTION:TRAIN_C_050]
[PERMITTED_REACTION:TRAIN_C_051]
[PERMITTED_REACTION:TRAIN_C_052]
[PERMITTED_REACTION:TRAIN_C_053]
[PERMITTED_REACTION:TRAIN_C_054]
[PERMITTED_REACTION:TRAIN_C_055]
[PERMITTED_REACTION:TRAIN_C_056]
[PERMITTED_REACTION:TRAIN_C_057]
[PERMITTED_REACTION:TRAIN_C_058]
[PERMITTED_REACTION:TRAIN_C_059]
[PERMITTED_REACTION:TRAIN_C_060]
[PERMITTED_REACTION:TRAIN_C_061]
[PERMITTED_REACTION:TRAIN_C_062]
[PERMITTED_REACTION:TRAIN_C_063]
[PERMITTED_REACTION:TRAIN_C_064]
[PERMITTED_REACTION:TRAIN_C_065]
[PERMITTED_REACTION:TRAIN_C_066]
[PERMITTED_REACTION:TRAIN_C_067]
[PERMITTED_REACTION:TRAIN_C_068]
[PERMITTED_REACTION:TRAIN_C_069]
[PERMITTED_REACTION:TRAIN_C_070]
[PERMITTED_REACTION:TRAIN_C_071]
[PERMITTED_REACTION:TRAIN_C_072]
[PERMITTED_REACTION:TRAIN_C_073]
[PERMITTED_REACTION:TRAIN_C_074]
[PERMITTED_REACTION:TRAIN_C_075]
[PERMITTED_REACTION:CHEAT_MINERAL_001]
[PERMITTED_REACTION:CHEAT_MINERAL_002]
[PERMITTED_REACTION:CHEAT_MINERAL_003]
[PERMITTED_REACTION:CHEAT_MINERAL_004]
[PERMITTED_REACTION:CHEAT_MINERAL_005]
[PERMITTED_REACTION:CHEAT_MINERAL_006]
[PERMITTED_REACTION:CHEAT_MINERAL_007]
[PERMITTED_REACTION:CHEAT_MINERAL_008]
[PERMITTED_REACTION:CHEAT_MINERAL_009]
[PERMITTED_REACTION:CHEAT_MINERAL_010]
[PERMITTED_REACTION:CHEAT_MINERAL_011]
[PERMITTED_REACTION:CHEAT_MINERAL_012]
[PERMITTED_REACTION:CHEAT_MINERAL_013]
[PERMITTED_REACTION:CHEAT_MINERAL_014]
[PERMITTED_REACTION:CHEAT_MINERAL_015]
[PERMITTED_REACTION:CHEAT_MINERAL_016]
[PERMITTED_REACTION:CHEAT_MINERAL_017]
[PERMITTED_REACTION:CHEAT_MINERAL_018]
[PERMITTED_REACTION:CHEAT_MINERAL_019]
[PERMITTED_REACTION:CHEAT_MINERAL_020]
[PERMITTED_REACTION:CHEAT_MINERAL_021]
[PERMITTED_REACTION:CHEAT_MINERAL_022]
[PERMITTED_REACTION:CHEAT_MINERAL_023]
[PERMITTED_REACTION:CHEAT_MINERAL_024]
[PERMITTED_REACTION:CHEAT_MINERAL_025]
[PERMITTED_REACTION:CHEAT_MINERAL_026]
[PERMITTED_REACTION:CHEAT_MINERAL_027]
[PERMITTED_REACTION:CHEAT_MINERAL_028]
[PERMITTED_REACTION:CHEAT_MINERAL_029]
[PERMITTED_REACTION:CHEAT_MINERAL_030]
[PERMITTED_REACTION:CHEAT_MINERAL_031]
[PERMITTED_REACTION:CHEAT_MINERAL_032]
[PERMITTED_REACTION:CHEAT_MINERAL_033]
[PERMITTED_REACTION:CHEAT_MINERAL_034]
[PERMITTED_REACTION:CHEAT_MINERAL_035]
[PERMITTED_REACTION:CHEAT_MINERAL_036]
[PERMITTED_REACTION:CHEAT_MINERAL_037]
[PERMITTED_REACTION:CHEAT_MINERAL_038]
[PERMITTED_REACTION:CHEAT_MINERAL_039]
[PERMITTED_REACTION:CHEAT_MINERAL_040]
[PERMITTED_REACTION:CHEAT_MINERAL_041]
[PERMITTED_REACTION:CHEAT_MINERAL_042]
[PERMITTED_REACTION:CHEAT_MINERAL_043]
[PERMITTED_REACTION:CHEAT_MINERAL_044]
[PERMITTED_REACTION:CHEAT_MINERAL_045]
[PERMITTED_REACTION:CHEAT_MINERAL_046]
[PERMITTED_REACTION:CHEAT_MINERAL_047]
[PERMITTED_REACTION:CHEAT_MINERAL_048]
[PERMITTED_REACTION:CHEAT_MINERAL_049]
[PERMITTED_REACTION:CHEAT_MINERAL_050]
[PERMITTED_REACTION:CHEAT_MINERAL_051]
[PERMITTED_REACTION:CHEAT_MINERAL_052]
[PERMITTED_REACTION:CHEAT_MINERAL_053]
[PERMITTED_REACTION:CHEAT_MINERAL_054]
[PERMITTED_REACTION:CHEAT_MINERAL_055]
[PERMITTED_REACTION:CHEAT_MINERAL_056]
[PERMITTED_REACTION:CHEAT_MINERAL_057]
[PERMITTED_REACTION:CHEAT_MINERAL_058]
[PERMITTED_REACTION:CHEAT_STONE_001]
[PERMITTED_REACTION:CHEAT_STONE_002]
[PERMITTED_REACTION:CHEAT_STONE_003]
[PERMITTED_REACTION:CHEAT_STONE_004]
[PERMITTED_REACTION:CHEAT_STONE_005]
[PERMITTED_REACTION:CHEAT_STONE_006]
[PERMITTED_REACTION:CHEAT_STONE_007]
[PERMITTED_REACTION:CHEAT_STONE_008]
[PERMITTED_REACTION:CHEAT_STONE_009]
[PERMITTED_REACTION:CHEAT_STONE_010]
[PERMITTED_REACTION:CHEAT_STONE_011]
[PERMITTED_REACTION:CHEAT_STONE_012]
[PERMITTED_REACTION:CHEAT_STONE_013]
[PERMITTED_REACTION:CHEAT_STONE_014]
[PERMITTED_REACTION:CHEAT_STONE_015]
[PERMITTED_REACTION:CHEAT_STONE_016]
[PERMITTED_REACTION:CHEAT_STONE_017]
[PERMITTED_REACTION:CHEAT_STONE_018]
[PERMITTED_REACTION:CHEAT_STONE_019]
[PERMITTED_REACTION:CHEAT_STONE_020]
[PERMITTED_REACTION:CHEAT_STONE_021]
[PERMITTED_REACTION:CHEAT_STONE_022]
[PERMITTED_REACTION:CHEAT_STONE_023]
[PERMITTED_REACTION:CHEAT_STONE_024]
[PERMITTED_REACTION:CHEAT_STONE_025]
[PERMITTED_REACTION:CHEAT_METAL_001]
[PERMITTED_REACTION:CHEAT_METAL_002]
[PERMITTED_REACTION:CHEAT_METAL_003]
[PERMITTED_REACTION:CHEAT_METAL_004]
[PERMITTED_REACTION:CHEAT_METAL_005]
[PERMITTED_REACTION:CHEAT_METAL_006]
[PERMITTED_REACTION:CHEAT_METAL_007]
[PERMITTED_REACTION:CHEAT_METAL_008]
[PERMITTED_REACTION:CHEAT_METAL_009]
[PERMITTED_REACTION:CHEAT_METAL_010]
[PERMITTED_REACTION:CHEAT_METAL_011]
[PERMITTED_REACTION:CHEAT_METAL_012]
[PERMITTED_REACTION:CHEAT_METAL_013]
[PERMITTED_REACTION:CHEAT_METAL_014]
[PERMITTED_REACTION:CHEAT_METAL_015]
[PERMITTED_REACTION:CHEAT_METAL_016]
[PERMITTED_REACTION:CHEAT_METAL_017]
[PERMITTED_REACTION:CHEAT_METAL_018]
[PERMITTED_REACTION:CHEAT_METAL_019]
[PERMITTED_REACTION:CHEAT_METAL_020]
[PERMITTED_REACTION:CHEAT_METAL_021]
[PERMITTED_REACTION:CHEAT_METAL_022]
[PERMITTED_REACTION:CHEAT_METAL_023]
[PERMITTED_REACTION:CHEAT_METAL_024]
[PERMITTED_REACTION:CHEAT_METAL_025]
[PERMITTED_REACTION:CHEAT_METAL_026]
[PERMITTED_REACTION:CHEAT_GEM_001]
[PERMITTED_REACTION:CHEAT_GEM_002]
[PERMITTED_REACTION:CHEAT_GEM_003]
[PERMITTED_REACTION:CHEAT_GEM_004]
[PERMITTED_REACTION:CHEAT_GEM_005]
[PERMITTED_REACTION:CHEAT_GEM_006]
[PERMITTED_REACTION:CHEAT_GEM_007]
[PERMITTED_REACTION:CHEAT_GEM_008]
[PERMITTED_REACTION:CHEAT_GEM_009]
[PERMITTED_REACTION:CHEAT_GEM_010]
[PERMITTED_REACTION:CHEAT_GEM_011]
[PERMITTED_REACTION:CHEAT_GEM_012]
[PERMITTED_REACTION:CHEAT_GEM_013]
[PERMITTED_REACTION:CHEAT_GEM_014]
[PERMITTED_REACTION:CHEAT_GEM_015]
[PERMITTED_REACTION:CHEAT_GEM_016]
[PERMITTED_REACTION:CHEAT_GEM_017]
[PERMITTED_REACTION:CHEAT_GEM_018]
[PERMITTED_REACTION:CHEAT_GEM_019]
[PERMITTED_REACTION:CHEAT_GEM_020]
[PERMITTED_REACTION:CHEAT_GEM_021]
[PERMITTED_REACTION:CHEAT_GEM_022]
[PERMITTED_REACTION:CHEAT_GEM_023]
[PERMITTED_REACTION:CHEAT_GEM_024]
[PERMITTED_REACTION:CHEAT_GEM_025]
[PERMITTED_REACTION:CHEAT_GEM_026]
[PERMITTED_REACTION:CHEAT_GEM_027]
[PERMITTED_REACTION:CHEAT_GEM_028]
[PERMITTED_REACTION:CHEAT_GEM_029]
[PERMITTED_REACTION:CHEAT_GEM_030]
[PERMITTED_REACTION:CHEAT_GEM_031]
[PERMITTED_REACTION:CHEAT_GEM_032]
[PERMITTED_REACTION:CHEAT_GEM_033]
[PERMITTED_REACTION:CHEAT_GEM_034]
[PERMITTED_REACTION:CHEAT_GEM_035]
[PERMITTED_REACTION:CHEAT_GEM_036]
[PERMITTED_REACTION:CHEAT_GEM_037]
[PERMITTED_REACTION:CHEAT_GEM_038]
[PERMITTED_REACTION:CHEAT_GEM_039]
[PERMITTED_REACTION:CHEAT_GEM_040]
[PERMITTED_REACTION:CHEAT_GEM_041]
[PERMITTED_REACTION:CHEAT_GEM_042]
[PERMITTED_REACTION:CHEAT_GEM_043]
[PERMITTED_REACTION:CHEAT_GEM_044]
[PERMITTED_REACTION:CHEAT_GEM_045]
[PERMITTED_REACTION:CHEAT_GEM_046]
[PERMITTED_REACTION:CHEAT_GEM_047]
[PERMITTED_REACTION:CHEAT_GEM_048]
[PERMITTED_REACTION:CHEAT_GEM_049]
[PERMITTED_REACTION:CHEAT_GEM_050]
[PERMITTED_REACTION:CHEAT_GEM_051]
[PERMITTED_REACTION:CHEAT_GEM_052]
[PERMITTED_REACTION:CHEAT_GEM_053]
[PERMITTED_REACTION:CHEAT_GEM_054]
[PERMITTED_REACTION:CHEAT_GEM_055]
[PERMITTED_REACTION:CHEAT_GEM_056]
[PERMITTED_REACTION:CHEAT_GEM_057]
[PERMITTED_REACTION:CHEAT_GEM_058]
[PERMITTED_REACTION:CHEAT_GEM_059]
[PERMITTED_REACTION:CHEAT_GEM_060]
[PERMITTED_REACTION:CHEAT_GEM_061]
[PERMITTED_REACTION:CHEAT_GEM_062]
[PERMITTED_REACTION:CHEAT_GEM_063]
[PERMITTED_REACTION:CHEAT_GEM_064]
[PERMITTED_REACTION:CHEAT_GEM_065]
[PERMITTED_REACTION:CHEAT_GEM_066]
[PERMITTED_REACTION:CHEAT_GEM_067]
[PERMITTED_REACTION:CHEAT_GEM_068]
[PERMITTED_REACTION:CHEAT_GEM_069]
[PERMITTED_REACTION:CHEAT_GEM_070]
[PERMITTED_REACTION:CHEAT_GEM_071]
[PERMITTED_REACTION:CHEAT_GEM_072]
[PERMITTED_REACTION:CHEAT_GEM_073]
[PERMITTED_REACTION:CHEAT_GEM_074]
[PERMITTED_REACTION:CHEAT_GEM_075]
[PERMITTED_REACTION:CHEAT_GEM_076]
[PERMITTED_REACTION:CHEAT_GEM_077]
[PERMITTED_REACTION:CHEAT_GEM_078]
[PERMITTED_REACTION:CHEAT_GEM_079]
[PERMITTED_REACTION:CHEAT_GEM_080]
[PERMITTED_REACTION:CHEAT_GEM_081]
[PERMITTED_REACTION:CHEAT_GEM_082]
[PERMITTED_REACTION:CHEAT_GEM_083]
[PERMITTED_REACTION:CHEAT_GEM_084]
[PERMITTED_REACTION:CHEAT_GEM_085]
[PERMITTED_REACTION:CHEAT_GEM_086]
[PERMITTED_REACTION:CHEAT_GEM_087]
[PERMITTED_REACTION:CHEAT_GEM_088]
[PERMITTED_REACTION:CHEAT_GEM_089]
[PERMITTED_REACTION:CHEAT_GEM_091]
[PERMITTED_REACTION:CHEAT_GEM_092]
[PERMITTED_REACTION:CHEAT_GEM_093]
[PERMITTED_REACTION:CHEAT_GEM_094]
[PERMITTED_REACTION:CHEAT_GEM_095]
[PERMITTED_REACTION:CHEAT_GEM_096]
[PERMITTED_REACTION:CHEAT_GEM_097]
[PERMITTED_REACTION:CHEAT_GEM_098]
[PERMITTED_REACTION:CHEAT_GEM_099]
[PERMITTED_REACTION:CHEAT_GEM_100]
[PERMITTED_REACTION:CHEAT_GEM_101]
[PERMITTED_REACTION:CHEAT_GEM_102]
[PERMITTED_REACTION:CHEAT_GEM_103]
[PERMITTED_REACTION:CHEAT_GEM_104]
[PERMITTED_REACTION:CHEAT_GEM_105]
[PERMITTED_REACTION:CHEAT_GEM_106]
[PERMITTED_REACTION:CHEAT_GEM_107]
[PERMITTED_REACTION:CHEAT_GEM_108]
[PERMITTED_REACTION:CHEAT_GEM_109]
[PERMITTED_REACTION:CHEAT_GEM_110]
[PERMITTED_REACTION:CHEAT_GEM_111]
[PERMITTED_REACTION:CHEAT_GEM_112]
[PERMITTED_REACTION:CHEAT_GEM_113]
[PERMITTED_REACTION:CHEAT_GEM_114]
[PERMITTED_REACTION:CHEAT_GEM_115]
[PERMITTED_REACTION:CHEAT_GEM_116]
[PERMITTED_REACTION:CHEAT_GEM_117]
[PERMITTED_REACTION:CHEAT_GEM_118]
[PERMITTED_REACTION:CHEAT_GEM_119]
[PERMITTED_REACTION:CHEAT_GEM_120]
[PERMITTED_REACTION:CHEAT_GEM_121]
[PERMITTED_REACTION:CHEAT_GEM_122]
[PERMITTED_REACTION:CHEAT_GEM_123]
[PERMITTED_REACTION:CHEAT_GEM_124]
[PERMITTED_REACTION:CHEAT_GEM_125]
[PERMITTED_REACTION:CHEAT_GEM_126]
[PERMITTED_REACTION:CHEAT_GEM_127]
Then you need to make sure you have...
reaction_cheats_skills <---------- this at the top of each file. If that's not there, you won't have the cheats show up and you may need regen.
[OBJECT:REACTION]
[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]
reaction_cheats_skills
reaction_cheats_stones
reaction_cheats_trees_plants
I believe that's all of what you need.
Just wanted to run this by you to see if I'm on the correct path. I've been doing more thinking than trying to make this work, as I don't want to screw up my DF.
Provided that I make a custom workshop named Lab, would this be close to what I'd need to do?
[REACTION:RESEARCH_STEEL_1]
[NAME:research steel making]
[BUILDING:LAB:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:GEM:NO_SUBTYPE:INORGANIC:NO_MATGLOSS]
[SKILL:CONCENTRATION]
If I'm even close, I'm happy. If not, could someone please point me in the right direction?