IS_HIST_STRING_2
IS_HIST_STRING_1
IS_TRIGGER_STRING_THIRD
IS_TRIGGER_STRING_SECOND
MUNDANE_RESEARCH_POSSIBLE
SUPERNATURAL_LEARNING_POSSIBLE
MUNDANE_RECORDING_POSSIBLE
MUNDANE_TEACHING_POSSIBLE
IT_LOCATION
Interaction
Source
IS_SECRET
token
not
found
CONTEXT_CREATURE
CONTEXT_REGION
SAVAGE_ALLOWED
GOOD_ALLOWED
GOOD_ONLY
EVIL_ONLY
IS_SPHERE
SAVAGE_ONLY
IS_SECRET
IS_SECRET_GOAL
I_SOURCE
EXPERIMENT_ONLY
UNDERGROUND_SPECIAL
REGION
DISTURBANCE
SECRET
CREATURE_ACTION
INGESTION
SYN_INGESTED
SYN_INHALED
SYN_NO_HOSPITAL
interaction_layer
***
Error(s)
finalizing
the
interaction
[INTERACTION:
[OBJECT:INTERACTION]
PROPEL_UNIT
RESURRECT
CREATE_ITEM
SUMMON_UNIT
ADD_SYNDROME
CHANGE_ITEM_QUALITY
CHANGE_WEATHER
HIDE
Unrecognized
Interaction
Source
Type:
EXPERIMENT
LOCATION
I_TARGET
I_EFFECT
Unrecognized
Interaction
Target
Type:
RAISE_GHOST
ANIMATE
BIOME_DESERT_BADLAND
BIOME_SHRUBLAND_TROPICAL
BIOME_DESERT_SAND
BIOME_DESERT_ROCK
BIOME_OCEAN_TEMPERATE
BIOME_OCEAN_TROPICAL
BIOME_SUBTERRANEAN_WATER
BIOME_OCEAN_ARCTIC
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
BIOME_FOREST_TROPICAL_CONIFER
BIOME_GRASSLAND_TEMPERATE
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
BIOME_SHRUBLAND_TEMPERATE
BIOME_SAVANNA_TEMPERATE
BIOME_SAVANNA_TROPICAL
BIOME_GRASSLAND_TROPICAL
BIOME_LAKE_TEMPERATE_BRACKISHWATER
BIOME_LAKE_TEMPERATE_FRESHWATER
BIOME_LAKE_TROPICAL_FRESHWATER
BIOME_LAKE_TEMPERATE_SALTWATER
BIOME_LAKE_TROPICAL_SALTWATER
BIOME_LAKE_TROPICAL_BRACKISHWATER
BIOME_RIVER_TEMPERATE_BRACKISHWATER
BIOME_RIVER_TEMPERATE_FRESHWATER
BIOME_SUBTERRANEAN_LAVA
BIOME_SUBTERRANEAN_CHASM
BIOME_POOL_TEMPERATE_BRACKISHWATER
BIOME_POOL_TEMPERATE_FRESHWATER
BIOME_POOL_TROPICAL_FRESHWATER
BIOME_POOL_TEMPERATE_SALTWATER
BIOME_POOL_TROPICAL_SALTWATER
BIOME_POOL_TROPICAL_BRACKISHWATER
CONTEXT_MATERIAL
FLOW
IE_INTERMITTENT
IE_TARGET
IE_LOCATION
IE_IMMEDIATE
IE_PROPEL_FORCE
IE_ARENA_NAME
CONTEXT_BP
CONTEXT_ITEM
CONTEXT_CREATURE_OR_LOCATION
CONTEXT_LOCATION
IT_LOCATION
token
not
valid
RANDOM_NEARBY_LOCATION
IT_MATERIAL
IT_MANUAL_INPUT
BIOME_SWAMP_TROPICAL_SALTWATER
BIOME_SWAMP_TROPICAL_FRESHWATER
BIOME_MARSH_TROPICAL_FRESHWATER
BIOME_SWAMP_MANGROVE
BIOME_FOREST_TAIGA
BIOME_MARSH_TROPICAL_SALTWATER
BIOME_FOREST_TEMPERATE_BROADLEAF
BIOME_FOREST_TEMPERATE_CONIFER
BIOME_MOUNTAIN
EQUIPMENT
BIOME_TUNDRA
BIOME_GLACIER
BIOME_SWAMP_TEMPERATE_SALTWATER
BIOME_SWAMP_TEMPERATE_FRESHWATER
BIOME_MARSH_TEMPERATE_SALTWATER
BIOME_MARSH_TEMPERATE_FRESHWATER
HAS_ANY_SUPERNATURAL
ALL_CASTES_ALIVE
HAS_ANY_GRAZER
HAS_ANY_HAS_BLOOD
HAS_ANY_LOCAL_POPS_CONTROLLABLE
HAS_ANY_IMMOBILE
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
HAS_ANY_OUTSIDER_CONTROLLABLE
HAS_ANY_DEMON
HAS_ANY_FLIER
HAS_ANY_NIGHT_CREATURE_HUNTER
HAS_ANY_NIGHT_CREATURE
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
HAS_ANY_CARNIVORE
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
CAN_SWIM
CURIOUS_BEAST_GUZZLER
HAS_SECRETION
CURIOUS_BEAST_EATER
INTELLIGENT_SPEAKS
HAS_ROTTABLE
AQUATIC_UNDERSWIM
INTELLIGENT_LEARNS
HAS_ANY_RACE_GAIT
HAS_ANY_GRASP
HAS_ANY_SLOW_LEARNER
HAS_ANY_FLY_RACE_GAIT
CANNOT_BREATHE_AIR
CAN_BREATHE_WATER
CURIOUS_BEAST_ITEM
CURIOUS_BEAST
HAS_ANY_INTELLIGENT_LEARNS
SMALL_RACE
OCCURS_AS_ENTITY_RACE
HAS_ANY_VERMIN_HATEABLE
HAS_ANY_CURIOUS_BEAST
HAS_ANY_LARGE_PREDATOR
HAS_ANY_NATURAL_ANIMAL
HAS_ANY_BENIGN
BIOME_RIVER_TROPICAL_FRESHWATER
BIOME_RIVER_TEMPERATE_SALTWATER
BIOME_RIVER_TROPICAL_SALTWATER
BIOME_RIVER_TROPICAL_BRACKISHWATER
MATES_TO_BREED
TWO_GENDERS
HAS_FEMALE
HAS_MALE
HAS_ANY_UTTERANCES
HAS_ANY_COMMON_DOMESTIC
HAS_ANY_FEATURE_BEAST
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_UNIQUE_DEMON
HAS_ANY_TITAN
HAS_ANY_MISCHIEVIOUS
HAS_ANY_NOT_LIVING
HAS_ANY_SEMIMEGABEAST
HAS_ANY_MEGABEAST
HAS_ANY_VERMIN_MICRO
HAS_ANY_POWER
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_NOT_FIREIMMUNE
HAS_ANY_NOT_FLIER
HAS_ANY_CANNOT_BREATHE_AIR
FOG_MIST
STRATUS_NIMBUS
FOG_THICK
FOG_NORMAL
IE_REMOVE_WEATHER
IE_ADD_WEATHER
IT_AFFECTED_CREATURE
Target
Token
not
found
FRONT_OCCLUDED
FRONT_COLD
CUMULUS_MULTI
CUMULUS_MED
CIRRUS
CUMULUS_NIMBUS
STRATUS_PROPER
STRATUS_ALTO
Unrecognized
IT_REQUIRES
token:
FIT_FOR_RESURRECTION
Unrecognized
IT_FORBIDDEN
token:
IT_FORBIDDEN
IT_CANNOT_HAVE_SYNDROME_CLASS
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
Unrecognized
corpse
target
affected
creature
token:
Unrecognized
corpse
target
affected
caste
token:
IT_IMMUNE_CREATURE
IT_AFFECTED_CLASS
IT_REQUIRES
IT_IMMUNE_CLASS
NO_AGING
MORTAL
FIT_FOR_ANIMATION
STERILE
HAS_GLOW_COLOR
HAS_GLOW_TILE
HAS_SOUND_PEACEFUL_INTERMITTENT
HAS_SOUND_ALERT
HAS_GRASP
VERMIN_GOBBLER
HAS_RACE_GAIT
HAS_FLY_RACE_GAIT
HAS_PUS
HAS_BLOOD
HAS_CHILDSTATE
HAS_BABYSTATE
CAN_SWIM_INNATE
HAS_SOLDIER_TILE
HAS_COLOR
HAS_TILE
IE_ITEM_QUALITY
IE_ITEM
IE_CHANGE_QUALITY
ARTIFACT
IE_GRIME_LEVEL
IE_SET_QUALITY
FRONT_WARM
IE_SYNDROME_TAG
IE_FORBIDDEN_CREATURE_FLAG
IE_CREATURE_FLAG
IE_FORBIDDEN_CREATURE_CASTE_FLAG
IE_CREATURE_CASTE_FLAG
IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED
IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED
IE_MAKE_PET_IF_POSSIBLE
IE_TIME_RANGE
HAS_ANY_SUPERNATURAL
ALL_CASTES_ALIVE
HAS_ANY_GRAZER
HAS_ANY_HAS_BLOOD
HAS_ANY_LOCAL_POPS_CONTROLLABLE
HAS_ANY_IMMOBILE
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
HAS_ANY_OUTSIDER_CONTROLLABLE
HAS_ANY_DEMON
HAS_ANY_FLIER
HAS_ANY_NIGHT_CREATURE_HUNTER
HAS_ANY_NIGHT_CREATURE
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
HAS_ANY_CARNIVORE
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
CAN_SWIM
CURIOUS_BEAST_GUZZLER
HAS_SECRETION
CURIOUS_BEAST_EATER
INTELLIGENT_SPEAKS
HAS_ROTTABLE
AQUATIC_UNDERSWIM
INTELLIGENT_LEARNS
HAS_ANY_RACE_GAIT
HAS_ANY_GRASP
HAS_ANY_SLOW_LEARNER
HAS_ANY_FLY_RACE_GAIT
CANNOT_BREATHE_AIR
CAN_BREATHE_WATER
CURIOUS_BEAST_ITEM
CURIOUS_BEAST
HAS_ANY_INTELLIGENT_LEARNS
SMALL_RACE
OCCURS_AS_ENTITY_RACE
HAS_ANY_VERMIN_HATEABLE
HAS_ANY_CURIOUS_BEAST
HAS_ANY_LARGE_PREDATOR
HAS_ANY_NATURAL_ANIMAL
HAS_ANY_BENIGN
BIOME_RIVER_TROPICAL_FRESHWATER
BIOME_RIVER_TEMPERATE_SALTWATER
BIOME_RIVER_TROPICAL_SALTWATER
BIOME_RIVER_TROPICAL_BRACKISHWATER
MATES_TO_BREED
TWO_GENDERS
HAS_FEMALE
HAS_MALE
HAS_ANY_UTTERANCES
HAS_ANY_COMMON_DOMESTIC
HAS_ANY_FEATURE_BEAST
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_UNIQUE_DEMON
HAS_ANY_TITAN
HAS_ANY_MISCHIEVIOUS
HAS_ANY_NOT_LIVING
HAS_ANY_SEMIMEGABEAST
HAS_ANY_MEGABEAST
HAS_ANY_VERMIN_MICRO
HAS_ANY_POWER
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_NOT_FIREIMMUNE
HAS_ANY_NOT_FLIER
HAS_ANY_CANNOT_BREATHE_AIR
Here's all the weathers:FOG_MIST
STRATUS_NIMBUS
FOG_THICK
FOG_NORMAL
FRONT_OCCLUDED
FRONT_COLD
CUMULUS_MULTI
CUMULUS_MED
CIRRUS
CUMULUS_NIMBUS
STRATUS_PROPER
STRATUS_ALTO
[INTERACTION:HEALING_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[INTERACTION:ITEM_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[IE_ITEM_QUALITY:ARTIFACT]
[INTERACTION:QUALITY_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CHANGE_ITEM_QUALITY]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_CHANGE_QUALITY:2]
[INTERACTION:PET_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a pet!]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_MAKE_PET_IF_POSSIBLE]
[INTERACTION:ANIMAL_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_CURSE]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:DEFEND]
[CDI:WAIT_PERIOD:100]
[INTERACTION:BOGEYMAN_POLYMORPH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[INTERACTION:EXAMPLE SUMMON]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]
Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
[IE_TIME_RANGE:200:300]
[INTERACTION:EXAMPLE UNDEAD LT RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:faded hunter:faded hunters:faded hunter:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Propel away]
[CDI:INTERACTION:EXAMPLE LT PROPEL]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:B:25]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:point:points:NA]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:50]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:EXAMPLE LT FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]
[INTERACTION:EXAMPLE LT PROPEL]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:target]
[I_EFFECT:PROPEL_UNIT]
[IE_PROPEL_FORCE:100000]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]
[INTERACTION:EXAMPLE LT FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]
[ITEM_TOOL:ITEM_TOOL_ALTAR]
[NAME:altar:altars]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:PLACE_OFFERING]
[FURNITURE]
[TILE:144]
[SIZE:500]
[MATERIAL_SIZE:6]
[ITEM_TOOL:ITEM_TOOL_DIE]
[NAME:die:dice]
[VALUE:1]
[HARD_MAT]
[TOOL_USE:DIVINATION]
[TOOL_USE:GAMES_OF_CHANCE]
[SHAPE_CATEGORY:DICE]
[USES_FACE_IMAGE_SET]
[TILE:8]
[SIZE:5]
[MATERIAL_SIZE:1]
Changes to entity_default are more modest than I'd imagined. SELECT_SYMBOL entries for Merchants and Craft Guilds are added, as is RESPONSIBILITY:ESPIONAGE to some high level civ entries. TOOL:DIE and TOOL:ALTAR are added for Dwarves and Humans, but only ALTAR for Elves and Goblins; kobolds and subterranean animal peoples have no religion items, nor do they have guilds. Humans have USE_NON_EXOTIC_PET_RACE, apparently to keep them from stepping in on Elven identity as beastmasters.From what I gathered when I used XVI32 to look at Dwarf Fortress.exe, there are several new position responsibilities, though mostly ones used for the various generated position like cupbearer, keeper of the seals etc. They probably don't have much function other than flavor.
Also curious: The DUNGEON_MASTER position has been (re?)added!
I'm reasonably certain that [FURNITURE] as a tool token's been around since 0.42 or 0.43.It's been around since whenever procedural musical instruments were added, I think.
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
(*) Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
I DID SOME TESTING!
I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
[IE_TIME_RANGE:200:300]
AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.
But my testing is limited, so someone else should also do it just to be sure the science works.
damn. I hope theres some way. I want to make an orc summoning interaction.I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
I DID SOME TESTING!
I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
[IE_TIME_RANGE:200:300]
AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.
But my testing is limited, so someone else should also do it just to be sure the science works.
It doesn't reproduce for me, I'm afraid :(. I get giant raccoons and tapirs by repeating exactly, and when I revert it by using IE_CREATURE_FLAG:MAMMAL I get lorikeets and a bogeyman(!). This means I got to see the boogieman transformation live though, as it shifted into a cheetah and proceeded to slaughter one of my testing dwarves before vanishing as its summoning timer ran out.
Normally this would prevent goblin civs entirely from appearing in the world, but if there are any UNIQUE_DEMONs defined in the raws, then only those will appear as leaders of gobbos.
[CREATURE:GOLEM_GABBRO]
[DESCRIPTION:Living gabbro in the shape of a man. These strange creatures are found deep underground.]
[NAME:gabbro golem:gabbro golems:gabbro golem]
[CASTE_NAME:gabbro golem:gabbro golems:gabbro golem]
[CREATURE_TILE:'G'][COLOR:0:0:1]
[PETVALUE:1000]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[INTELLIGENT][SLOW_LEARNER]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING][MAGICAL][PET]
[CANOPENDOORS]
[EQUIPS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK]
[TISSUE_NAME:gabbro:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]
[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_PREPARE_AND_RECOVER:3:3]
[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_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
[ALL_ACTIVE]
Normally this would prevent goblin civs entirely from appearing in the world, but if there are any UNIQUE_DEMONs defined in the raws, then only those will appear as leaders of gobbos.
Holy crap! This is an incredible tool. Most delightfully, it could be possible to flip the "demons" into a series of nature-themed monsters and make Elves the demon-worshippers!
If memory serves, to start with a Demon ruler (as goblins do), a civ must have the Dark Tower site type, no RELIGION token, and VARIABLE_POSITIONS:ALL.
Closest I know of at the moment is that a [SUPERNATURAL] creature that has taken a leadership role using its [POWER] token may write books about secrets if the secret and the creature both share a [SPHERE], which is [SPHERE:DEATH] for the default necromancy.
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more. The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>] Default is 30.
[ATTRIBUTE_IP:<integer>] Default is 10.
SKILL_IP and ATTRIBUTE_IP presumably govern how much the reaction skill and it's associated attributes are increased by performing the reaction. I know that skill exp used to be 30 per product, I wonder if it still scales when you use those tokens?
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.
Question: What has been added to entities, besides the new naming rules for merchant companies and the like?
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.
A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.
Good point. NO_AUTUMN works as a summon limiter, and it has no effects on creatures that don't appear anywhere naturally, I believe.Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.
So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?). If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?
The summons argument takes multiple restrictions right? So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons. Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.
Seconded.I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.
Can you post that interaction.
So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?). If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?You cannot target the summoned creature. However, the aoe effect might work. I'll need to test.
By the way, SMALL_RACE is not a creature token, but giving a creature the class SMALL_RACE doesn't seem to allow them to be summoned that way.
I have no idea why SMALL_RACE is a forbidden flag in the example.
*cracks knuckles*
Alright.... as im slowly updating my mod.. ive came to my first fun issue... seems like theres a few positions that cannot be specific for goblins now, seems to be crashing due to them.. time to find out which one it is.. and then find out about the other Fortress/Retreat/City civs...
Can you post that interaction.Here:
[INTERACTION:OBSIDIANIZE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:obsidian]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:3000:LIQUID_MISC:NONE:INORGANIC:NONE]
This will encase any creature in obsidian by summoning water and magma onto it.You know, I am tempted to actually use some of this magic stuff a bit more extensively, but...I'm not really sure what to do with it. Adventurecraft isn't really a magic mod after all, though alchemy is part of it, so hmm...The interaction that pushes stuff away would probably make sense as a melee attack.
*cracks knuckles*
Alright.... as im slowly updating my mod.. ive came to my first fun issue... seems like theres a few positions that cannot be specific for goblins now, seems to be crashing due to them.. time to find out which one it is.. and then find out about the other Fortress/Retreat/City civs...
Id take a safe bet at [ESPIONAGE] (unlikely) and any of the new positions in file changes.
Mainly as i loaded a goblin entity up with all of them present in custom defined nobles and crashed on world generation, taking a guess; that a Dark tower has no 'household' to upkeep (id have thought the throne room counted), or place to prepare meals etc & construction and maintenance to facilitate. Might still check out managing beasts abstractly though.
You know, I am tempted to actually use some of this magic stuff a bit more extensively, but...I'm not really sure what to do with it. Adventurecraft isn't really a magic mod after all, though alchemy is part of it, so hmm...You could use something like this, so you could brew a potion that would give you the one time ability to make an artifact weapon.
Yeah, even double checking by making goblins playable thru fortress mode, doesn't seem to show any noble positions.. and if none can be made... making any dark fortress civs playable will seem unplayable to a offensive degree.. ect...
Conjuring weapons out of thin air is still...dunno yet. I AM tempted to give elves the ability to magic up a branch made out of some sort of wood-like, elf-kosher material though.Yeah, even double checking by making goblins playable thru fortress mode, doesn't seem to show any noble positions.. and if none can be made... making any dark fortress civs playable will seem unplayable to a offensive degree.. ect...
You'll need to replace generated positions with raw-defined ones, I've had to do that before when toying with human and goblin civs in some of my unreleased projects.
What's about permanent summoning? May it be usable for slug man breeding in fortress mode?Supposedly they vanish at a distance from their summoner, but that may be incorrect.
I will test this, if you give me code of interaction. Maybe, interaction for harpy breeding, because harpies are more unique by tokens.What's about permanent summoning? May it be usable for slug man breeding in fortress mode?Supposedly they vanish at a distance from their summoner, but that may be incorrect.
Add this to the summoning creature.Thanks!
[CAN_DO_INTERACTION:SUMMON_SLUG]
[CDI:ADV_NAME:Summon slug man]
[CDI:VERB:call upon the ooze:calls upon the ooze:NA]
[CDI:WAIT_PERIOD:100]
Add this to an interaction file.
[INTERACTION:SUMMON_SLUG]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_CREATURE_CASTE_FLAG:MAGICAL]
[IE_TIME_RANGE:200:300]
And add [MAGICAL] to the slug men.
It doesn't work with USAGE_HINT. It has RANDOM_NEARBY_LOCATION instead of targeting.Double thanks!
[INTERACTION:SECRET_GHOUL_7] [GENERATED] [EXPERIMENT_ONLY] [I_SOURCE:EXPERIMENT] [IS_HIST_STRING_1: infected ]8 [IS_HIST_STRING_2: with a contagious ghoulish condition] [IS_TRIGGER_STRING_SECOND:have] [IS_TRIGGER_STRING_THIRD:has]F [IS_TRIGGER_STRING:been infected with a contagious ghoulish condition] [I_SOURCE:ATTACK] [IS_HIST_STRING_1: bit ]6 [IS_HIST_STRING_2:, passing on the ghoulish condition] [I_TARGET:A:CREATURE] [IT_LOCATION:CONTEXT_CREATURE]" [IT_AFFECTED_CLASS:GENERAL_POISON] [IT_FORBIDDEN:NOT_LIVING]) [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]) [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]1 [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]- [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD], [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]% [IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL] [IT_MANUAL_INPUT:victim] [I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[SYNDROME] [SYN_CONCENTRATION_ADDED:1000:0] [SYN_CLASS:GHOUL]A [CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]V [CE_DISPLAY_NAME:NAME:blighted thrall:blighted thralls:blighted thrall:START:0:ABRUPT]+[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]2
Summons do not poof without IE_TIME_RANGE
[IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.
*** Error(s) found in the file "raw/objects/interaction_standard.txt"Summons do not poof without IE_TIME_RANGE
[IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.
Have we tested if item summons can poof?
How to make a summoner.
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
You should still be able to do it the old way though, by giving the item material a low HEAT_DAM point.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?
So, if I add to goblins more positions with [MILITARY_STRATEGY], they may tame creatures?Thanks! What I may do to solve this? I need goblins with more mounts and pets.Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?
I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.
Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.
I test summoning slug man by code from this thread. In arena mode they vanish if assume control.Summons do not poof without IE_TIME_RANGE
[IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.
Have we tested if item summons can poof?
Thanks! What I may do to solve this? I need goblins with more mounts and pets.Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?
I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.
Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.
This feels like a bug to me. Maybe you should report it.
Specifically about missing entity positions and domestication
This feels like a bug to me. Maybe you should report it.
Specifically about missing entity positions and domestication
Probably, they also generate their own gods (http://www.bay12forums.com/smf/index.php?topic=175434.msg8083418#msg8083418), bloating the world a bit beyond the scope of control, so i think its definitely leaning towards that they're hardcoded.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?
I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.
Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.
This feels like a bug to me. Maybe you should report it.
Specifically about missing entity positions and domestication
Here's some raws from world gen that have stuff not in the example folder.Spoiler: ghoul (click to show/hide)Spoiler: experimenting necromancer (click to show/hide)Spoiler: nightmare (click to show/hide)Spoiler: experiment (click to show/hide)
Those are exceptionally useful, thank you!I have seen ghouls yet. One bit my elephantman companion right after I became a necromancer. Anyway here you go.
Possible to find anymore SECRET_GHOUL ? and post those raws? or SECRET_UNDEAD_RES_9 ? (Presumably that makes intelligent undead, and must have something uniwue given intelligent undead maintain their soul)
I wonder what [EXPERIMENT_ONLY] [I_SOURCE:EXPERIMENT] do i wonder if this means we can add our own experiment interactions... Also i havent seen Ghouls in game yet.
Maybe [EXPERIMENT_ONLY] makes the interaction not show up in the x menu in adventure mode?What do you mean by that? An interaction only shows up there, I believe, if it has a ce_can_do_interaction. I was able to place them in arena mode with or without the tag if that is what you are asking.
QuoteMaybe [EXPERIMENT_ONLY] makes the interaction not show up in the x menu in adventure mode?What do you mean by that? An interaction only shows up there, I believe, if it has a ce_can_do_interaction. I was able to place them in arena mode with or without the tag if that is what you are asking.
Next, I'm going to test and see if humans won't show up if I place EXPERIMENT_ONLY on them.
EDIT: Oops, its an interaction token, not creature.
EDIT2:When added to a creature action that summoned, it didn't prevent me from using it in arena.
It accumulates wear quickly. You might be able to adjust how fast by giving it a MAT_FIXED_TEMP just above the HEAT_DAM.You should still be able to do it the old way though, by giving the item material a low HEAT_DAM point.
Will that make it evaporate, or just wear down to dust very quickly?
Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently. I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper
CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road official
CUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
CUSTOM_MERCENARY_LEADER -- has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles
CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.
It's in the scope of hardcoded procedural stuff. You might be able to make your own blessing interactions and get them to appear by reducing the number of generated blessings to 0 in advanced world gen, but I don't think you have much more control over it than that.
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.
So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?). If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?
The summons argument takes multiple restrictions right? So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons. Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.
[INTERACTION:SUMMON HUMAN]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:HUMAN:ALL]
[IE_TIME_RANGE:200:300]
[IE_MAKE_PET_IF_POSSIBLE]
[INTERACTION:SUMMON SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of congregation]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon a human]
[CDI:INTERACTION:SUMMON HUMAN]
[CDI:USAGE_HINT:DEFEND]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:10]
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.
I've seen no relevant info for that, but if the creature is intelligent and has a GRASP it should just pick it up as quickly as possible. However, this behavior may only trigger during combat.
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.
So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?). If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?
The summons argument takes multiple restrictions right? So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons. Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.
Ok, So I was searching through the Future Of The Fortress thread and Toady specified a method of summoning specific creatures! Here's the code to summon a human that you can test in arena.Code: [Select][INTERACTION:SUMMON HUMAN]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:HUMAN:ALL]
[IE_TIME_RANGE:200:300]
[IE_MAKE_PET_IF_POSSIBLE]
and here's a "secret" that would allow you to create a "summoner" class to use it in the arena:Code: [Select][INTERACTION:SUMMON SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of congregation]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon a human]
[CDI:INTERACTION:SUMMON HUMAN]
[CDI:USAGE_HINT:DEFEND]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:10]
[CREATURE:HUMAN:ALL] being the key, the unedited form being:
[CREATURE:<creature name>:<caste name>].
I was fairly excited to post this after it had worked for me several times when tested. With the influx of questions and disappointment coming in regarding inability to summon specific creatures, I'll see if I can get the chance to throw this in the wiki to help others.
For summons, for specific creatures, according to this code you should be able to send in "[CREATURE:<creature token>:<caste token>]". Using "ALL" or "ANY" or "DEFAULT" for the caste token lets all of the castes in. But you can't currently use this tag more than once per effect. So you can do something at least, though it can be improved. And there is not class support currently. The flags usually refer to the creature/caste tokens that don't have arguments, and it supports about 180 of those for castes, which should be most of them, but doesn't include anything complicated that involves a number or string (like a class.)
If you don't set IE_TIME_RANGE, do they not disappear? The default is that they don't have a summon time. That doesn't make them historical though, so they will likely disappear if offloaded. Using the pet tag IE_MAKE_PET_IF_POSSIBLE may make them historical and more permanent (if no time range is set.)
For the summoning, if the distance is set (e.g. 5 in the example), it does a flood out from the summoner. Could the summoner fly? That might explain why they were in the air.
IE_ITEM_QUALITY can take a number from 0 to 5, aside from ARTIFACT. There is a bug because you should also be able to send in a range like 2:3 and can't, but that should be fixed for next time.
Weather: Can use IE_ADD_WEATHER, IE_REMOVE_WEATHER. Tags are FRONT_WARM, FRONT_COLD, FRONT_OCCLUDED, CUMULUS_MED, CUMULUS_MULTI, CUMULUS_NIMBUS, CIRRUS, STRATUS_ALTO, STRATUS_PROPER, STRATUS_NIMBUS, FOG_MIST, FOG_NORMAL and FOG_THICK. It doesn't control temperature so it can't be used to choose between rain and snow, which of course would be more reasonable - but regional temperature is trickier to change.
Missing file notes: Oversight. Also forgot the new init.txt stuff. Happens every major release, pretty much, and for stuff like unhardcodeening, there's just no easy way to check for it if I don't write it down when I do it, which is not always easy to remember in the moment. The init thing I should have caught, but I wasn't thinking of 'init.txt' as a 'file' at the time, which is silly.
Medium blessings happen on some set of the faces, as with the rest, but these bigger blessings and curses are on fewer faces, and if a die has e.g. four faces, it might only place minor stuff on there. There are no major blessings or curses on the dice - this is more the vampire level stuff, though I suppose some of the artifact and pet and healing blessings do feel pretty major despite being medium. Just wanted symmetry with the no major curses (and of course the dice are goofily overpowered as it stands.)
Dunno what happens if a creature gets an item interaction as a CAN_DO_INTERACTION type thing.
I don't have a better technical writeup of SKILL_ROLL_RANGE etc. than the one provided. Those are about how skill is applied to the job products, and how the skill is changed when the given job/reaction is performed. IP refers to improvement points, or the speed at which the skill/att is increased per job.
The SYN_CONCENTRATION_ADDED tag was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.
EXPERIMENT_ONLY: Rather than just a source, it should probably be mixed with USAGE_HINTS somehow, but it has to be starker in stopping it from being used outside the experiment context. It's just a cludge for the mix there since I didn't have time to do better. It stops the use in play and also encourages the usage specifically to create experimental population. Theoretically, though I didn't check this, if you have an invader in w.g. that does experiments, they should apply any modded effect that has EXPERIMENT_ONLY and an ADD_SYNDROME effect, no matter what it is, to make whatever kind of army (though these armies will probably be treated as less than intelligent/soulless in some contexts since they are expected to be zombieish.) An "invader that does experiments" here is a UNIQUE_DEMON with deformity or chaos (and the demonic experiments param is set) or anybody with NIGHT_CREATURE_EXPERIMENTER, who also knows a relevant interaction. I'm less sure about the demons -- they can know lots of secrets since they get them for free through spheres, but I don't know how easy it is to link one of these ghoul-type interactions to them. Doing it as a deformity or chaos I_SOURCE:SECRET/IS_SPHERE may work.
interaction_middle_earth
[OBJECT:INTERACTION]
[INTERACTION:SUMMON_ORC]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:GOBLIN:ALL]
[IE_MAKE_PET_IF_POSSIBLE]
[INTERACTION:WIGHT_FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]
[INTERACTION:RAISE_BARROW_WIGHT]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:barrow wight:barrow wights:barrow wight:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:WIGHT_FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SARUMAN_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the orc]
[IS_SPHERE:WAR]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_orc.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner of orcs]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:Summoner:Summoners:Orcish:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon an orc]
[CDI:INTERACTION:SUMMON_ORC]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:86400]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:raise barrow wight]
[CDI:INTERACTION:RAISE_BARROW_WIGHT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:point:points:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:86400]
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.
I've seen no relevant info for that, but if the creature is intelligent and has a GRASP it should just pick it up as quickly as possible. However, this behavior may only trigger during combat.
It could just be supplied as a EBO object for defeating it, such as a statue or gem left behind.
That's not quite what I had in mind when I said "in the hands". :P I want the creatures to wield their weapons that they call upon, and the best my arena tests have yielded is the weapon appearing in the same tile, and the creatures not picking them up. Might be different in actual play, but that's harder to test.
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D
Really? Nice! How did you get it to happen?
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D
Really? Nice! How did you get it to happen?
Looks like a mummy made it, not one of my summoners, so it looks like, unfortunately we are still stuck, undead are required for a tower :(
interaction_middle_earth
[OBJECT:INTERACTION]
[INTERACTION:SUMMON_ORC]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:GOBLIN:ALL]
[IE_MAKE_PET_IF_POSSIBLE]
[INTERACTION:WIGHT_FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]
[INTERACTION:RAISE_BARROW_WIGHT]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:barrow wight:barrow wights:barrow wight:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:WIGHT_FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SECRET_ORC_EXPERIMENTS]
[EXPERIMENT_ONLY]
[I_SOURCE:EXPERIMENT]
[IS_HIST_STRING_1: changed ]
[IS_HIST_STRING_2: into an orc]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:changed into an orc]
[I_TARGET:A:CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_FORBIDDEN:NOT_LIVING]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:ORCCURSE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoned Orc]
[SYNDROME]
[SYN_CLASS:ORCCURSE]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:ABRUPT]
[CE:CREATURE:GOBLIN:ALL]
[INTERACTION:WITCH_KING_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of chaos]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_orc.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner of orcs (death)]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:Summoner:Summoners:Orcish:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_PHYS_ATT_RUST:NIGHT_CREATURE_EXPERIMENTER:START:0]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon an orc]
[CDI:INTERACTION:SUMMON_ORC]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:100]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:raise barrow wight]
[CDI:INTERACTION:RAISE_BARROW_WIGHT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:point:points:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Turn into orc]
[CDI:INTERACTION:SECRET_ORC_EXPERIMENTS]
[INTERACTION:SARUMAN_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the orc]
[IS_SPHERE:WAR]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_orc.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner of orcs]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:Summoner:Summoners:Orcish:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_PHYS_ATT_RUST:NIGHT_CREATURE_EXPERIMENTER:START:0]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon an orc]
[CDI:INTERACTION:SUMMON_ORC]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:10]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:raise barrow wight]
[CDI:INTERACTION:RAISE_BARROW_WIGHT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:point:points:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:86400]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Turn into orc]
[CDI:INTERACTION:SECRET_ORC_EXPERIMENTS]
Orcs
Creation Of Orcs
Goblins
Chaos Soldiers
Orcish Wars
Chaos Summons
Orcish War
Summoning
The save, in advanced worldgen i set necromancer types to 0 and made it create more civs then usual:Seems we do.I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D
Really? Nice! How did you get it to happen?
Looks like a mummy made it, not one of my summoners, so it looks like, unfortunately we are still stuck, undead are required for a tower :(
That is both dissappointing and incredibly funny at the same time. Seriously? We've got mummies running around summoning undead armies and building towers now?
How good are you at modding bodies? Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon? And then add item corpse to make it drop the actual weapon on death?Well, one is a secret, and one is an actual creature, and the two methods you suggested would only work for one each. Also, I suspect curiousbeast would have side effects I'd rather not have on a general of undeath or a demonic lord.
Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Quote from: NahereWill summoned creatures count towards a secret holders ability to build a tower, or is that still just raised dead?
Their summoned creatures don't last that long. Nobody else bothers working either.
Yeah, first thing I asked Toady when I heard about summoning was if summoners could build towers, and:Quote from: NahereWill summoned creatures count towards a secret holders ability to build a tower, or is that still just raised dead?
Their summoned creatures don't last that long. Nobody else bothers working either.
MEDIUM_BLESSING, MEDIUM_CURSE, MINOR-BLESSING and MINOR_CURSE are all possible effects on dice, with small dice only having minor stuff.Go to the previous page, i posted what i saw.
It appears that if you continue to roll a specific set of dice more than once, you will get a major curse for daring to defy fate.
Could someone quote the other relevant to modding stuff from FotF here? I would do it, but I am on my phone.
How good are you at modding bodies? Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon? And then add item corpse to make it drop the actual weapon on death?Well, one is a secret, and one is an actual creature, and the two methods you suggested would only work for one each. Also, I suspect curiousbeast would have side effects I'd rather not have on a general of undeath or a demonic lord.
Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Is it possible to make summoned creatures last forever?
Ok cool.Is it possible to make summoned creatures last forever?
yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?Is it possible to make summoned creatures last forever?
yes, just remove IE_TIME_RANGE if your interaction has it
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?How make interactions for breeding genderless creatures in fortress mode?Is it possible to make summoned creatures last forever?
yes, just remove IE_TIME_RANGE if your interaction has it
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?How make interactions for breeding genderless creatures in fortress mode?Is it possible to make summoned creatures last forever?
yes, just remove IE_TIME_RANGE if your interaction has it
Be aware that this will probably cause an uncontrollable population explosion.
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?How make interactions for breeding genderless creatures in fortress mode?Is it possible to make summoned creatures last forever?
yes, just remove IE_TIME_RANGE if your interaction has it
Be aware that this will probably cause an uncontrollable population explosion.
How high can WAIT_PERIOD be set? If you set it high enough, you could restrict the population explosion to a much slower rate. Also... you could look at the way evolving worked in the Pokemon mod and then use it force a hidden wait period before the creature gains the ability to use the summoning interaction. That way, each genderless creature will need a time before it can start doing the summoning interaction and a long time between summons.
[INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]
Does someone mind pointing me to me how I can extract the raws from a world? The token RAISE_GHOST is being accepted as an I_EFFECT in interactions, but isn't currently doing anything in the arena when tested.
For example, this codeCode: [Select][INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]
...doesn't do anything in arena, though it doesn't leave anything in the error log denoting an incorrect I_EFFECT.
Yep:
(https://i.imgur.com/RPHGQG2.png)
Does someone mind pointing me to me how I can extract the raws from a world?Go into your save, find the file world.dat, and open it with the flat file editor of your choice. I myself just use Notepad.
What food is edible by carnivores? I know: meat and fish is edible, when tallow, cheese and eggs cannot be eaten raw.
Anyone know what the purpose of there new tags is:I assume that when you get the blessing, you get: You have been granted healing!; When someone else gets the blessing you see [Name] has been granted healing!
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
Anyone know what the purpose of there new tags is:I assume that when you get the blessing, you get: You have been granted healing!; When someone else gets the blessing you see [Name] has been granted healing!
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
That's what I think, anyway, but I could be wrong.
Not registered in raws (entity_default.txt) position tokens:Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently. I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper
CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road officialCUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
CUSTOM_MERCENARY_LEADER -- has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles
CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON
Even with this info, kinda odd to figure out how to get the main positions needed to make Dark Fortress Civs playable... I got the Doctor to work like normal...
[POSITION:CUSTOM_OFFICIAL_7]
[NAME:chief medical goblin:chief medical goblins]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:CUSTOM_OFFICIAL_2]
[NAME:treasurer:treasurers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:ACCOUNTING]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
To Fetace:
Custom_ and all other position tokens from list - hardcoded position tokens. So you can not use they in entity modding. These tokens more useful to tileset makers.
If you want to add for goblins chief docs and bookkeeper, then you need just create you own tokens, like [POSITION:GOBBO_DOCTOR] and add to goblin entity code.
I have tried tho... Its the same issue/crash, like the rest.Try create new custom dark fortress civ with new positions.
Fatace is correct to be concerned about 47.01 where the problems with dark towers not taking any custom positions wrote down for them, in my earlier post (http://www.bay12forums.com/smf/index.php?topic=175437.msg8085041#msg8085041) i mentioned common causes of goblin civs to abort worldgeneration through a crash, like when chat worthy is introduced.Yeah but that's from 44.12, it has not been updated yet, or have you tried those positions with the 47.x update?Quote from: FataceI have tried tho... Its the same issue/crash, like the rest.Try create new custom dark fortress civ with new positions.
Also pay attention to Succubus mod by Boltgun. In this mod new dark fortres civilization with new positions works.
[POSITION:TAEMOD_MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-goblin:militia-goblins]
[RESPONSIBILITY:TAEMOD_MILITARY_STRATEGY]
[COMMANDER:TAEMOD_MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:TAEMOD_MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-goblin:militia-goblins]
[APPOINTED_BY:TAEMOD_MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:CUSTOM_OFFICIAL_7]
[NAME:chief medical goblin:chief medical goblins]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:CUSTOM_OFFICIAL_2]
[NAME:treasurer:treasurers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:ACCOUNTING]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
There is some form of right though with what Vordak said, You can seem to make your own variation of the militia needed.
That works, buuuut... when I tried doing that with my treasurer/doctor. it crashed. So it seems some Custom Official positions are needed.. will keep looking into this.
There is some form of right though with what Vordak said, You can seem to make your own variation of the militia needed.
That works, buuuut... when I tried doing that with my treasurer/doctor. it crashed. So it seems some Custom Official positions are needed.. will keep looking into this.
That's reassuring, i was deathly worried about [SITE] and didnt have time to run any comprehensive tests, but now i can confidently make a start pick this apart to learn what the cause is by adding and removing tags until i can pin it down.
[POSITION:TAEMOD_EXPEDITION_LEADER]
[NAME:pit leader:pit leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:TAEMOD_EXPEDITION_LEADER]
[NAME:pit leader:pit leaders]
[SITE]
[NUMBER:1]
[PRECEDENCE:110]
[DO_NOT_CULL]
[DUTY_BOUND]
ANOTHER EDIT: seems like custom [POSITION:TAEMOD_SHERIFF][POSITION:TAEMOD_CAPTAIN_OF_THE_GUARD] positions work fine with their tags and RESPONSIBILITY tags.
Time to do a quick play thru with the goblins to see how everything runs.
3rd or 4th EDIT: *sigh*
[POSITION:TAEMOD_EXPEDITION_LEADER]
[NAME:pit leader:pit leaders]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[PRECEDENCE:110]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:TAEMOD_MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-goblin:militia-goblins]
[COMMANDER:TAEMOD_MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[APPOINTED_BY:TAEMOD_EXPEDITION_LEADER]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:TAEMOD_MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-goblin:militia-goblins]
[APPOINTED_BY:TAEMOD_MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
On the subject of these responsibility tokens and custom positions - what if it's a duplicate error? Your custom positions have a responsibility, but so does a random-generated one. The game can't decide who does the job.
It would make sense, because many civ responsibilities seem designed for only a single use. I'd even wager to try giving a civ two Monarchs as a test for this theory.
EDIT:
Worst Conclusion that I am currently thinking of, is that the Custom Official positions are hardcoded and generate similar to the divine metals, meaning if they don't exist, it will crash, and if they exist, it will stop certain positions having certain responsibilities, thus causing another crash....
Which in that case, currently makes Dark Fortress Civs to be unplayable to a certain extent.
Can i create original dialogue options and responses for use in adventure mode? Also is it possible to change what conflict level is triggered by a certain attack? EG: why does going for one's throat turn things lethal? Is there some token or value that determines that where I can see it?
@Fatace
I had the same problem as you when I updated my mod, but I got around it by letting the goblins have [MAX_STARTING_CIV_NUMBER:0]. New goblin civs will appear when dwarves dig too deep in worldgen - and those new civs don't cause a crash.
(Note that I use [VARIABLE_POSITIONS], but not [SITE_VARIABLE_POSITIONS], and none of my positions are called [POSITION:CUSTOM_OFFICIAL_#]. Not sure if any of that matters, but just so you know)
So, Tried to create a custom experiment interaction. It didnt stop my summoners from being created but with the custom interaction as an option they were, strangely enough, unable to build towers. When i got rid of it they worked. With it they did the whole vampire, "go from village to village" thing. Not sure if thats a bug. But be wary fellow modders.
Going based off this, and other posts, have we found the can and cants for modded secrets that can make towers? Like what is needed, and what cannot be there?
How do I get a disease interaction to spread via blood? Preferably with contact transmitting it.
Did you read any of my posts?Going based off this, and other posts, have we found the can and cants for modded secrets that can make towers? Like what is needed, and what cannot be there?
Last I checked, unless .47.01 has changed the mechanics, a secret-holder needs to gain an interaction that lets them obtain minions via reanimation, and the tower gets built if they have enough. I dunno yet if summoning monsters creates valid laborers for that.
Yeah I did read your posts, tho it was a bit vague, the summoning part was clear, but with you saying that made a lot more clear now lol.
Is it possible to make different castes of a creature in a civ wear different types of clothing?To the first, the only thing caste related in entities is in positions, nothing else can be different between castes.
Is it also possible to have the clothing of a civ always be decorated?
What if remove variable positions from goblins and add to them non-variable?No idea.
What if add NIGHT_CREATURE_EXPERIMENTER not to secret, but to non-generated creature?
Also on another Note with changes to Vanilla.
Has anyone noticed Megabeasts being killed a lot quicker during world generation?
44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.
47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.
Curious on if anyone else has noticed this or has an idea why this is happening.
I've made hobgoblins and given them a civ. They are called "hobgoblins" when looked at in adventure mode, their civs are listed as "hobgoblin" in legends mode, and their sites are listed as "hobgoblin" on the maps, but individuals are listed as "goblins" when viewed in legends mode. What am I missing here?
Also on another Note with changes to Vanilla.
Has anyone noticed Megabeasts being killed a lot quicker during world generation?
44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.
47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.
Curious on if anyone else has noticed this or has an idea why this is happening.
22: LЊlarral, "Patternsilver", fortress
Owner: The Innocent Sins, goblins
Parent Civ: The Lesser Flies, goblins
28 dwarves
96 goblins
66 humans
15 dogs
25 horses
2 ducks
2 geese
10 stick insect devils
10 black demons
10 boiling devils
10 monitor fiends
10 salt devils
10 purple taupe demons
10 steam monsters
8 human visitors
5 goblin visitors
6 dwarf visitors
1 human outcast
3 goblin outcasts
7 dwarf outcasts
3 dwarf prisoners
I remove variable positions from goblins and have one bug. Some theyre sites have demons as pets.Code: [Select]22: LЊlarral, "Patternsilver", fortress
Owner: The Innocent Sins, goblins
Parent Civ: The Lesser Flies, goblins
28 dwarves
96 goblins
66 humans
15 dogs
25 horses
2 ducks
2 geese
10 stick insect devils
10 black demons
10 boiling devils
10 monitor fiends
10 salt devils
10 purple taupe demons
10 steam monsters
8 human visitors
5 goblin visitors
6 dwarf visitors
1 human outcast
3 goblin outcasts
7 dwarf outcasts
3 dwarf prisoners
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.Spellcrafts (http://www.bay12forums.com/smf/index.php?topic=149426.0) is the biggest magic mod that I know of, and it uses secrets as one of the methods for teaching magic.
This was mostly for the wiki but might be relevant here: I genned an uncompressed world and grabbed some experiment RAWs (https://pastebin.com/i3nCPL49). The only new thing I see at a glance is SOURCE_HFID -- which, it follows logically, is the ID of Historical Figure (HF) that created the experiment.
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?Maybe make the reaction require a TOTEM item, which can be only made from skulls?
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?Maybe make the reaction require a TOTEM item, which can be only made from skulls?
http://dwarffortresswiki.org/index.php/DF2014:Item_token
Or maybe put a reaction class on every creature skull's bonematerial, and require that class in reagent.Spoiler (click to show/hide)
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.
[INTERACTION:SUMMON_SHADOW_BEAST]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:DOG:ALL]
[IE_MAKE_PET_IF_POSSIBLE]
[CREATURE:DOG]
[DESCRIPTION:A medium-sized highly social mammalian carnivore. It has a keen sense of smell. It can be trained to obey commands.]
[NAME:dog:dogs:canine]
[CASTE_NAME:dog:dogs:canine]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[CREATURE_CLASS:MAMMAL]
[PETVALUE:30][NATURAL]
[LARGE_ROAMING]
[DOES_NOT_EXIST]
[COMMON_DOMESTIC][TRAINABLE][PET]
[BONECARN]
[PREFSTRING:loyalty]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:12500]
[BODY_SIZE:2:0:30000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[CHILD:1]
[GENERAL_CHILD_NAME:puppy:puppies]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:ears:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:tail:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:head:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:front paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:rear paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
So, I've been making a Middle-earth mod, and with the new DF version I've been wondering what new things are possible with modding generated creatures. Here is my Middle-earth plan so far as generated creatures go:lol nice profile pic
(I already know how to rename creatures with DFHack, but I'll have to wait for the new DFHack to come out. How long do you expect that to take?)
- Rename Demons to Nameless Things
- Rename Unique Demons to Dark Lords, so they rule over Orc civs—Goblins are reworked to be Orcs
- Forgotten Beasts stay named Forgotten Beasts
- Titans are renamed to Great Beasts
- Now that leaves Angels, which is what I want to ask about. I was thinking of renaming them to Demons and making them wander underground like FBs with the FEATURE_BEAST tag. So they would be like Balrogs. Is this possible, and if so, are Angels more dangerous than Forgotten Beasts?
So I've been working a ton on this old mod that I haven't posted an update for in like over a year, and I'm planning on updating it to the new version, but should I wait a few updates for 0.47.xx to stabilize first? How buggy is it currently?It's playable enough. At least, as playable as 44.12 was.
[INTERACTION:CONJURE_WEAPON]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:conjure weapon]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]
[IE_ITEM_QUALITY:ARTIFACT]
What is the most efficient way to fill the world up with loads of different secret books, outside of necromancer towers?Possibly increasing [SECRET_NUMBER:10] in the worldgen parameters.
If there is a teachable secret granted as a minor blessing, will that result in loads of histfigs learning it and writing books on it?
Ha! Solved my own problem. Here's a sample interaction to conjure a sword.Code: [Select][INTERACTION:CONJURE_WEAPON]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:conjure weapon]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]
[IE_ITEM_QUALITY:ARTIFACT]
Replace "Artifact" with 0-5 if desired. Mine was named, but only said it "had craftsdwarfship of the highest quality". No randomly generated artifact decorations - which I assume will also hold true for divine gifts in adventure mode.
In the event I were to tinker with the new features to add more magic secrets, is immortality still the only motivation that'd cause the secret to be learned in worldgen? Or has anyone been able to get other existing motives to work successfully?
I suppose doling out immortality, especially if it was JUST lack of aging rather than all the other side bonuses necromancy normally grants, would be adequate if it was still essential to prevent teachings from dying out before they can be passed on...
I think the new update added some goals related to the villain additions: https://www.reddit.com/r/dwarffortress/comments/ex4ayg/found_this_dwarf_in_my_starting_seven_is_his_goal/ . However, I don't think anyone has gotten any other goals to drive acquiring secrets and there hasn't been any devlogs by Toady indicating he added other goals to secrets (presumably this would be a big enough change that he would at mention adding it). I can't find the place I saw, but I remember that someone had found (or maybe Toady mentioned), that Necromancer's can gain an additional goal that drives them to conquer the world, but this is after they are necromancers so I don't think it drives secret acquisition?
That said, if you are looking for secrets to be added to the world, you could use the modding method used in Spellcrafts mod (http://www.bay12forums.com/smf/index.php?topic=149426.0). They gave several creature the SPHERE alignments and the SUPERNATURAL token, and then made many secrets with the IS_SPHERE tag and the SUPERNATURAL_LEARNING_POSSIBLE to let these creatures learn the secret and then MUNDANE_RECORDING_POSSIBLE to generate slabs and allow them to record it and MUNDANE_TEACHING_POSSIBLE so they would pass on the knowledge. This was in 44.x, presumably it will work in 47.x, and might even work better? I've been thinking of testing out if the new villainous networking and exchange of secrets as bribes will propagate secrets that originated this way.
I think immortality is needed to drive them out of their home civilization.
Does anyone know if IS_SECRET_GOAL:IMMORTALITY will work even if the secret doesn't actually grant immortality? I suppose I will try testing this also if no one knows...
If there is a teachable secret granted as a minor blessing, will that result in loads of histfigs learning it and writing books on it?Minor blessings, so far as I'm aware, are only granted by divination dice, which only player adventurers will use.
They gave several creature the SPHERE alignments and the SUPERNATURAL token, and then made many secrets with the IS_SPHERE tag and the SUPERNATURAL_LEARNING_POSSIBLE to let these creatures learn the secret and then MUNDANE_RECORDING_POSSIBLE to generate slabs and allow them to record it and MUNDANE_TEACHING_POSSIBLE so they would pass on the knowledge.
Sadly the supernatural learning never actually worked; supernatural creatures never picked up their associated secrets. I assume it's either a bug or it was never fully implemented to begin with.
However, with more secrets, more gods will pass out slabs. even if the secret doesn't have a raise interaction, the slabs will be stored in towns and stuff that now have places where artifacts are stored, so you can find them in mead halls and stuff.
So from my preliminary testing this all seems to be true in 47.x... however I did have a few historical figures learn secrets directly from slabs, and of 3 worlds I have generated so far, I actually got a book written by one of those historical figures containing a secret. So secrets introduced this way can spread, it just appears to be very slow/uncommon (I am using a custom mod with 4 secrets taken from spellcrafts and 2 secrets I came up with myself and a few modded unique demons and unique megabeasts to test out which secrets are introduced into the world and which spread). So I guess spamming loads of custom secrets is the best way to get a few of them actually into the generated world. It seems like we will have to wait for the Myth and Magic arc to actually get fully moddable magic.
I have a few more things I want to try and test out, but I think I will wait for the Legends Viewer to be updated, legends mode is too much of a pain to browse otherwise.
Hmm...I wonder. Perhaps it's not so much that they can't record secrets, but rather that in order to record a secret, the person who gets the slab must also be the kind of person who writes books, which is very unlikely.Giving two humanoid species
Hmm...I wonder. Perhaps it's not so much that they can't record secrets, but rather that in order to record a secret, the person who gets the slab must also be the kind of person who writes books, which is very unlikely. But then why are necromancers so much more likely to do so?
I wonder...could it be personality-related? Maybe the kind of person likely to seek immortality is also likely to write books and take apprentices? What happens if a secret alters the person't personality to make them more likely to write books?
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.
I'm completely unfamiliar with masterwork, does anyone here know? And if they have those in masterwork, you could try copying those raws.
Could you describe the creature you wanted to create?
[COMMON_DOMESTIC][TRAINABLE][PET]
[PETVALUE:60]
Hmm. The lack of knowledge spreading without towers is worrisome, yeah. I do wonder whether there's any confirmation as to what personality affects that.Toady has been amenable to revealing a bit under the hood if he recalls off the top of his head and the question is concise enough... I could try asking a FotF question if no one here knows.
Alternatively, I was tempted to rig it so that secrets could spread via other ways, most likely via contact with sphere-related creatures who might already be credited for the secrets in worldgen.
Alternatively, what's a good way to make sure that someone who kills a mage in worldgen is likely to become a mage?
Hey, just noticed the usage hint TORMENT added to the wiki. Do we know what this does? Is it for abusing bodies, or is it something worldgen demons do?
This will make Golem choosable on embark as pets at twice the cost of dogs.Thanks for your response! Of course, I've already tried adding golems as pets and it worked. But they were not citizens, so they could not labor. The second option (syndrome) I like best - in this case, the dwarf will become a golem and remain a citizen. Can you add more details? Maybe in personal message.
There is another way, which doesn't require dfHack and just RAW modifications, which I think older versions of the Masterwork did... you can have the reaction instead generate a material that vaporizes on creation because of a low melting point and has a syndrome attached to it that permanently transforms the dwarf into a golem. With the new summoning interaction, you could instead have the mist temporarily grant the dwarf the ability to summon golems and have the USAGE hints to the ability set so the dwarf does so right away.
Thanks for your response! Of course, I've already tried adding golems as pets and it worked. But they were not citizens, so they could not labor. The second option (syndrome) I like best - in this case, the dwarf will become a golem and remain a citizen. Can you add more details? Maybe in personal message.
Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.
Just the werebeast and bloodsucker stuff. Eric Blank should have some idea from their Spellcrafts mod how well werebeast and bloodsucker secret spread methods mix with other secrets.
would it be possible to use a summon interaction as a special attack for a weapon? for example a staff of the dead that summons zombies when u use the attack
Hmm. Actually, can solids apply contact-syndromes in any case... and can they be applied due to being worn as clothing?
Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.
Of course, if for flavor or balance or roleplaying reasons Slann actually specifically wants the golems to be transformed dwarfs (as opposed to permanently summoned creatures or ) that is doable and easier to do. I think it should make them remain citizens which can be assigned labor?
With the new DF version, would it be possible to put the NIGHT_CREATURE_EXPERIMENTER creature token on unique demons?Dunno, i'm about to find out. ;)
Here is an interesting idea for golems:I'll do some testing as well. Then we can compare results—since I don't know what I'm doing, of course.
Have an syndrome-gas producing reaction.
The syndrome grants an interaction and lasts for some time
The interaction both summons a Golem creature AND Applies another syndrome with some negligble effect but has a SYN_CLASS token. This syndrome lasts for the same amount of time as the syndrome that grants the interaction to summon the golem.
Prevent the summoning interaction from targeting creatures with that SYN_CLASS, Then by having the interaction itself be SELF_ONLY targeting, it causes a deadlock that stops the interaction from being used.
This way, it doesn't matter when the interaction to summon the golem will be used. As long as it gets used within the first syndrome's duration, Only 1 golem will be summoned.
The only downside is that this would limit the rate of production if the syndrome duration is too long and would potentially cause wasted resources if it's too short.Spoiler: Alternative, potentially better idea (click to show/hide)With the new DF version, would it be possible to put the NIGHT_CREATURE_EXPERIMENTER creature token on unique demons?Dunno, i'm about to find out. ;)
(keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)
Just extracted some bogeyman raws, should I go ahead and update them on the wiki?
Special attacks like those werebeasts use seem to be the most reliable way to get things to intentionally spread in worldgen without getting secrets involved. I haven't even had the chance to check out the new villain network stuff (keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)Do you know what happens if you set the special attacks to grant secret interactions? Or add special attacks to secrets?
Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.
Thats looks intresting. But I'm a bad modder and I don't understand. Can you explain? What means "CreatureX" "CreatureY" and a "blingbling" :oOf course, if for flavor or balance or roleplaying reasons Slann actually specifically wants the golems to be transformed dwarfs (as opposed to permanently summoned creatures or ) that is doable and easier to do. I think it should make them remain citizens which can be assigned labor?
It doesn't matter how it's done. The result is important. :) Golem must be assigned labor. Maybe, he can be part of the warrior squad.
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?I don't actually see the line from ghouls for infectious attacks? Try adding:Spoiler (click to show/hide)
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?I vaguely remember something like that. I think it may have been PLAYER_FORTRESS as a site type, but I'm not sure.
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?I vaguely remember something like that. I think it may have been PLAYER_FORTRESS as a site type, but I'm not sure.
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?I don't actually see the line from ghouls for infectious attacks? Try adding:Spoiler (click to show/hide)
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_INFECTIOUS_MI:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]
Edit: The CE_SPECIAL_ATTACK_INTERACTION is a new token added for ghouls... I don't know if it will behave in worldgen properly like werecurses or vampires. Worldgen might not even realize that vampires need to attack with a bite to feed.
What's a "Counting house" meeting area type? Appears in legends mode along with Catacombs.Merchant counting house, built by worldgen merchant companies.
CAVE_DETAILED civs make hillocks if they settle in a non-mountain biome.
CAVE_DETAILED civs make hillocks if they settle in a non-mountain biome.
Yep, been meaning to play around with that. Speaking of, anyone recall what sites look like if you place tree cities in abnormal locations? Like say, a tree city in the mountain biome...
Hell, one other thing I oughta test is seeing if telling it to place them in subterranean biomes does anything weird...
I'm reminded of the time I accidentally told the game that Resurfaced can spawn in ANY biome, so it figured that spawning a village in the ocean was a fine idea. Theradium waterocean village worked fine untilhis jaw fell offI tried to start in it as an adventurer...
If that doesn't work you could make it so the spell granting syndrome instead gives a self targeted interaction to learn the spell in question.
It worked! Thanks man, your a lifesaver!
Updated code:Spoiler (click to show/hide)
Question, has anyone figured out a way to create a material that is extremely breakable and breaks almost immediantly in a fight?
With the recent update, im curious if its possible to create a Interactions in which gives a player a weapon that doesn't last that long before it breaks.
undefined local creature material set to default: PENGUIN MAN ESSENCE_MAGIC
It worked! Thanks man, your a lifesaver!
Updated code:Spoiler (click to show/hide)
In what game mode did it work (World Gen, Arena, Adventure, Fortress?). I've started playing around with it myself... it doesn't seem to spread in world gen like you would expect it too, but I bet it should at least work in Arena and probably Fortress and Adventure mode as well (assuming you can get a vampire immigrant).
Other fun testing: I gave a SPECIALATTACK_INTERACTION to hydra megabeasts that allowed them to grant secrets through bites. Their names gain the corresponding title ('water wounded' in the case of this, which are basically a copy-paste of spellcraft's water warriors). The XML export recognized the affected historical figures as having the interaction active, but not the secret knowledge. So you can't completely spread secret knowledge this way, but you could presumably get a vampire/werebeast style curse spread maintained with something that originated as a secret.
Has anyone tried vampire-necromancers (a vampire curse that also gives raise dead abilities appropriate for building towers), or necromancer-vampires (necromancer secrets that also come with the need to suck blood)? I wonder if they starve once they are in a tower since they have no living population to feed on.
I'm adding various strains of vampirism to my mod, and this strain's ability is extremely fast regeneration (all vampires regenerate, but this strain does it faster and can even regrow limbs), however, when I tested it in the arena by smashing a bloodgaunt vampire's leg as a bronze colossus, the vampire did not heal.I don't know much about the new healing effects, but I recently learned that there's a weird quirk to interaction granted syndromes that might be causing this. Apparently, the game applies the syndrome as if it came from a tiny creature, so you have to mess a lot with the severity of each effect to actually get them strong enough to have any effect. It also means there's no way to have a one-size-fits-all sort of effect: if you balance it for human-sized creatures, the effect will be overpowered for smaller creature, and underpowered for larger ones :cWhat's wrong with this?Spoiler (click to show/hide)
So...is there a way to make a creature that produces a particular type of creature during worldgen? Last I heard NIGHT_CREATURE_EXPERIMENTER just produces any possible experiments...is there a way to get around this?
So...is there a way to make a creature that produces a particular type of creature during worldgen? Last I heard NIGHT_CREATURE_EXPERIMENTER just produces any possible experiments...is there a way to get around this?
I have yet to get experiment interactions to work in w.g., but an interaction with I_SOURCE:EXPERIMENT and EXPERIMENT_ONLY that applies a transformation syndrome would be it. Or at least the closest to it, with what we can do right now.
So, discovery of the day: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11372 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11372)
This is bad. Real damn bad. I needed to make certain weapons count as tools because chargen liked to let you create metal versions of stuff that should NEVER be metal. But it turns out tools just fucking crumble.
So now several weapons in Adventurecraft are useless because if you smack someone with them they just fall apart.
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).
I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.
So yeah, don't use the PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).If I recall, isn't the best method to restrict them to non-mountain biomes?
I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.
So yeah, don't use the PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
[PLANT:BERRY_SUN]
[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[SYNDROME]
[SYN_NAME:Sun Berry Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:125:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:125:0:START:10:END:8400]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:6:14:0]
[WET][GOOD]
[BIOME:NOT_FREEZING]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen Sunshine]
[STATE_NAME_ADJ:LIQUID:Sunshine]
[STATE_NAME_ADJ:GAS:boiling Sunshine]
[MATERIAL_VALUE:8]
[DISPLAY_COLOR:14:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:Sunshine Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:150:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:150:0:START:10:END:16800]
[CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:10:END:8400]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:inner light]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:sun berry seed:sun berry seeds:14:0:0:LOCAL_PLANT_MAT:SEED]
[SHRUB_TILE:6]
[DEAD_SHRUB_TILE:148]
[SHRUB_COLOR:15:14:0]
[DEAD_SHRUB_COLOR:7:7:0]
So the new effects are huge for healing syndromes, but if you're just thinking of slightly beneficial you could try stop bleeding, reduce pain, reduce swelling, or reduce nausea effects? Again nothing huge, but the slight benefit you might be looking for.
So, below is an example of my modded sunberries. I wanted them to have a small effect on them (in this case healing), and on their Sunshine alchohol.Could have boosted alcohol happiness, eg.
How do I extract creature raws from world.dat?
What if I add SCOUT to goblins? Will they tame more creatures?maybe, maybe not. The goblin civ is funny because it doesn't have any positions besides the demon master normally. Worth a shot, though, right?
As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.
Sorry, but how does one extract raws from world.sav?World.sav procedural raws, not the raws folder inside the save folder?
How do I extract creature raws from world.dat?
As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.
Has anyone got any kind of experimenter working in worldgen? Does anyone have the raws for the generated experimenter interactions?I extracted* a few syndromes from uncompressed world.sav, some mentioned i_source:experiment.
Nice, any idea what'd be the fastest way to find generated shrine interactions? I wanted to take a look and see what good luck actually does (though I assume it's just a skill roll boost, like the inverse of most mummy curses).keyword "good fortune" inside the world.sav file (uncompressed saves must be enabled)
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).Yeah. I got the exact same result. My computer squealed in agony. Although riding a horse somewhat reduced the crippling lag, since it let me go faster.
I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.
So yeah, don't use the PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
Hmm... Well, I still can't figure out how to get it to work. Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures. They do seem to create generated experimental creatures though, even when they aren't given that ability...I looked into this awhile ago, and my findings coincide with yours. (I posted in here about it too but no one seemed willing to answer/acknowledge it even though i posted about it many times) Not sur ewhy everyone here is so keen to ignore me.
It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around. Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors. This suggests that personality changes are respected in worldgen. I wonder what else could be done with this...
I haven't seen this pointed out yet: 'OUTSIDE' and 'NO_THICK_FOG' appear to be new valid location hints for interactions. That said, I haven't checked whether they actually function properly.
[WORD:SPRAY]
[NOUN:spray:sprays]
[FRONT_COMPOUND_NOUN_SING]
[REAR_COMPOUND_NOUN_SING]
[THE_NOUN_SING]
[OF_NOUN_SING]
[REAR_COMPOUND_NOUN_PLUR]
[OF_NOUN_PLUR]
[ADJ:sprayed]
[ADJ_DIST:2]
[FRONT_COMPOUND_ADJ]
[VERB:spray:sprays:sprayed:sprayed:spraying]
[STANDARD_VERB]
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interestingIs this on the bugtracker?
So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.
If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Pretty much, yeah: https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396 (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396)So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interestingIs this on the bugtracker?
So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.
If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interestingIs this on the bugtracker?
So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.
If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Hmm... Well, I still can't figure out how to get it to work. Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures. They do seem to create generated experimental creatures though, even when they aren't given that ability...I looked into this awhile ago, and my findings coincide with yours. (I posted in here about it too but no one seemed willing to answer/acknowledge it even though i posted about it many times) Not sur ewhy everyone here is so keen to ignore me.
It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around. Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors. This suggests that personality changes are respected in worldgen. I wonder what else could be done with this...
Also if you give them the experimenter token and don't give them an experiment interaction they can still make those weird generated experiment monsters.
Also if you do add an experiment interaction (properly, with EXPERIMENT_ONLY etc) they will not do it and they seem far less likely to make towers.
Somewhat counterintuitively, SELECT_SYMBOL:SITE names the group (as in, the local government) that controls the site, rather than the site itself. I don't think there's a direct way to control site names, beyond that they use the available words from SELECT_SYMBOL:REMAINING.
Regarding words not showing up translated, have you made changes to the language_words file, or created an additional words file?
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).I checked and the PLAYER_FORTRESS hillocks do not have sitemaps: the option to export them in legends is simply greyed out, and DFHack doesn't export their sitemaps either. Thus, I don't think they have any structures, which confirms the earlier observations. Can this be fixed so they have structures like a normal hillocks?
I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.
So yeah, don't use the PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
Hmm... Well, I still can't figure out how to get it to work. Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures. They do seem to create generated experimental creatures though, even when they aren't given that ability...I looked into this awhile ago, and my findings coincide with yours. (I posted in here about it too but no one seemed willing to answer/acknowledge it even though i posted about it many times) Not sur ewhy everyone here is so keen to ignore me.
It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around. Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors. This suggests that personality changes are respected in worldgen. I wonder what else could be done with this...
Also if you give them the experimenter token and don't give them an experiment interaction they can still make those weird generated experiment monsters.
Also if you do add an experiment interaction (properly, with EXPERIMENT_ONLY etc) they will not do it and they seem far less likely to make towers.
[INTERACTION:BITE]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: bit ]
[IS_HIST_STRING_2:, passing on the werebeast curse]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0]
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE:BP:BY_CATEGORY:TOOTH:START:1:ABRUPT]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:MALE]
Can [I_SOURCE:ATTACK] do anything other than add a syndrome?You could do a little arena testing on behalf of everyone, see if attack interaction can clean the target ("I'm a vacuum cleaner! Slurp!")
Is it possible to mod armour and weapons so they can be decorated with gemstones like they can with metal studs?Uh, can't they already be decorated with gemstones? You just need to connect the jeweler's workshop with a armour or weapons stockpile.
Does anyone know the dwarven sciences dictating specifically how resistant an [ITEM_ARMOR:*] is?Can arena test, different materialsize chainmails, which 12-team survives, given everything else is equal.
I know about coverage, upstep and ubstep related shenanigans, and that ARMORLEVEL is likely cosmetic except for preventing wear, but given that thickness is relative I was wondering if that or material size affects armor characteristics, or are all armor pieces effectively identical except for:
Nice! This is some helpful stuff right here.Does anyone know the dwarven sciences dictating specifically how resistant an [ITEM_ARMOR:*] is?Can arena test, different materialsize chainmails, which 12-team survives, given everything else is equal.
I know about coverage, upstep and ubstep related shenanigans, and that ARMORLEVEL is likely cosmetic except for preventing wear, but given that thickness is relative I was wondering if that or material size affects armor characteristics, or are all armor pieces effectively identical except for:
Also copper vs steel testing is easy to do.
Armor weight formula from 2013: http://www.bay12forums.com/smf/index.php?topic=126119.0
A 10-ton humanoid's clothes are ultra armor, "The clothing worn by very large creatures requires weapons with larger penetration values (in the weapon raws) in order to cause damage through the clothing, even if the clothing is weak to the weapon."
2012armorflesh penetration testing: http://www.bay12forums.com/smf/index.php?topic=116151.msg3766880#msg3766880
[MATERIAL_TEMPLATE:THREAD_PLANT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:fiber]
[STATE_ADJ:ALL_SOLID:fiber]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:none]
[STATE_ADJ:LIQUID:none]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:none]
[STATE_ADJ:GAS:none]
[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:1520]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:11000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:11000]
[TORSION_FRACTURE:11000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:600000] used cotton
[SHEAR_FRACTURE:600000] used cotton
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[THREAD_PLANT]
[ITEMS_SOFT]
A lot of the values are at the "default" "low as meaningful" amounts of 10,000, except for shear yield which is sky-high at 600,000. I'm actually wondering where Toady got the number for the latter, but overall it makes trying to make "woven cloth armor" such as gambesons a headscratcher to balance, as the sky-high shear resistance is immediately supplanted by STRUCTURAL_ELASTICITY_WOVEN_THREAD, but when i remove that token my gambesons instantly become bulletproof fullbody vests.
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
Thats a shame - also what would the raws look like for experiment creation? Not for ghoul-type ones that are just normal races with a syndrome but those procgenned ones that are separate creatures - thinking of both the interaction type itself and the creature too - last I checked world.dat I couldn't seem to find tokens marking creatures as experiment.Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
Thats a shame - also what would the raws look like for experiment creation? Not for ghoul-type ones that are just normal races with a syndrome but those procgenned ones that are separate creatures - thinking of both the interaction type itself and the creature too - last I checked world.dat I couldn't seem to find tokens marking creatures as experiment.Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
reaction_adv_freelancer
[OBJECT:REACTION]
[REACTION:MAKE_WOOD_SCROLL_ROLLERS_ADV]
[NAME:make wood scroll rollers]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_FIGURINE_ADV]
[NAME:carve wood figurine]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:figurine]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_RING_ADV]
[NAME:carve wood ring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:ring]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_EARRING_ADV]
[NAME:carve wood earring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:earring]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_SCEPTER_ADV]
[NAME:carve wood scepter]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:scepter]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_AMULET_ADV]
[NAME:carve wood amulet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:amulet]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_BRACELET_ADV]
[NAME:carve wood bracelet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:bracelet]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_CROWN_ADV]
[NAME:carve wood crown]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:crown]
[SKILL:CARPENTRY]
[REACTION:MAKE_WOOD_GEM_ADV]
[NAME:carve wood cabochon]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:GEM:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:gem]
[SKILL:CARPENTRY]
[REACTION:MAKE_STONE_SCROLL_ROLLERS_ADV]
[NAME:make stone scroll rollers]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:rock:NONE]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_FIGURINE_ADV]
[NAME:carve stone figurine]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:figurine]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_RING_ADV]
[NAME:carve stone ring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:ring]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_EARRING_ADV]
[NAME:carve stone earring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:earring]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_SCEPTER_ADV]
[NAME:carve stone scepter]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:scepter]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_AMULET_ADV]
[NAME:carve stone amulet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:amulet]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_BRACELET_ADV]
[NAME:carve stone bracelet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:bracelet]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_CROWN_ADV]
[NAME:carve stone crown]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:crown]
[SKILL:STONECRAFT]
[REACTION:MAKE_STONE_GEM_ADV]
[NAME:carve stone cabochon]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:GEM:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:gem]
[SKILL:STONECRAFT]
[REACTION:TAN_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:raw hide: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:raw hide:TAN_MAT]
[SKILL:TANNER]
[REACTION:REFIT_HELM_ADV]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:HELM:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_GLOVES_ADV]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_ARMOR_ADV]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_PANTS_ADV]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:PANTS:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_SHOES_ADV]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]
[REACTION:SEW_LEATHER_ARMOR_ADV]
[NAME:sew leather armor]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_CLOAK_ADV]
[NAME:sew leather cloak]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CLOAK:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_HOOD_ADV]
[NAME:sew leather hood]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_LEGGINGS_ADV]
[NAME:sew leather leggings]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:PANTS:ITEM_PANTS_LEGGINGS:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_LOW_BOOTS_ADV]
[NAME:sew leather low boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS_LOW:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_HIGH_BOOTS_ADV]
[NAME:sew leather high boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:2:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_BACKPACK_ADV]
[NAME:sew leather backpack]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_WATERSKIN_ADV]
[NAME:sew leather waterskin]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_LEATHER_QUIVER_ADV]
[NAME:sew leather quiver]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]
[REACTION:MAKE_BONE_HELM_ADV]
[NAME:make bone helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_BREASTPLATE_ADV]
[NAME:make bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_LEGGINGS_ADV]
[NAME:make bone leggings]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:PANTS:ITEM_PANTS_LEGGINGS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_GREAVES_ADV]
[NAME:make bone greaves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:PANTS:ITEM_PANTS_GREAVES:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_BOW_ADV]
[NAME:make bone bow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BOWYER]
[REACTION:MAKE_BONE_ARROWS_ADV]
[NAME:make bone arrows]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:5:AMMO:ITEM_AMMO_ARROWS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_BOLTS_ADV]
[NAME:make bone bolts]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:5:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_CRUTCH_ADV]
[NAME:make bone crutch]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:CRUTCH:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_SCROLL_ROLLERS_ADV]
[NAME:make bone scroll rollers]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_GEM_ADV]
[NAME:decorate with large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_GEM_BANDS_ADV]
[NAME:decorate with bands of large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_GEM_RINGS_ADV]
[NAME:decorate with rings of large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_GEM_SPIKES_ADV]
[NAME:decorate with spikes of large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_SMALLGEM_ADV]
[NAME:decorate with small gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_SMALLGEM_BANDS_ADV]
[NAME:decorate with bands of small gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_SMALLGEM_RINGS_ADV]
[NAME:decorate with rings of small gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_SMALLGEM_SPIKES_ADV]
[NAME:decorate with spikes of small gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_WITH_BONE_ADV]
[NAME:decorate with bone]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_BONE_BANDS_ADV]
[NAME:decorate with bands of bone]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_BONE_RINGS_ADV]
[NAME:decorate with rings of bone]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_BONE_SPIKES_ADV]
[NAME:decorate with spikes of bone]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_HORN_ADV]
[NAME:decorate with horn]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_HORN_MATERIAL]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_HORN_BANDS_ADV]
[NAME:decorate with bands of horn]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_HORN_MATERIAL]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_HORN_RINGS_ADV]
[NAME:decorate with rings of horn]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_HORN_MATERIAL]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_HORN_SPIKES_ADV]
[NAME:decorate with spikes of horn]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_HORN_MATERIAL]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_TOOTH_ADV]
[NAME:decorate with ivory]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_TOOTH_BANDS_ADV]
[NAME:decorate with bands of ivory]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_TOOTH_RINGS_ADV]
[NAME:decorate with rings of ivory]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_TOOTH_SPIKES_ADV]
[NAME:decorate with spikes of ivory]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_SHELL_ADV]
[NAME:decorate with shell]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:shell:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_SHELL_MATERIAL]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:shell:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_SHELL_BANDS_ADV]
[NAME:decorate with bands of shell]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:shell:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_SHELL_MATERIAL]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:shell:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_SHELL_RINGS_ADV]
[NAME:decorate with rings of shell]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:shell:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_SHELL_MATERIAL]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:shell:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_SHELL_SPIKES_ADV]
[NAME:decorate with spikes of shell]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:shell:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_SHELL_MATERIAL]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:shell:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_WITH_PEARL_ADV]
[NAME:decorate with pearl]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:pearl:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_PEARL_MATERIAL]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:pearl:NONE]
[SKILL:LEATHERWORK]
[REACTION:DECORATE_WITH_PEARL_BANDS_ADV]
[NAME:decorate with bands of pearl]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:pearl:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_PEARL_MATERIAL]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:pearl:NONE]
[SKILL:LEATHERWORK]
[REACTION:DECORATE_WITH_PEARL_RINGS_ADV]
[NAME:decorate with rings of pearl]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:pearl:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_PEARL_MATERIAL]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:pearl:NONE]
[SKILL:LEATHERWORK]
[REACTION:DECORATE_WITH_PEARL_SPIKES_ADV]
[NAME:decorate with spikes of pearl]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:pearl:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_PEARL_MATERIAL]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:pearl:NONE]
[SKILL:LEATHERWORK]
[REACTION:MAKE_PARCHMENT_SCROLL_ADV]
[NAME:make parchment scroll]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:raw hide:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:PARCHMENT_MAT]
[REAGENT:scroll rollers:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL:GET_MATERIAL_FROM_REAGENT:raw hide:PARCHMENT_MAT]
[PRODUCT_TOKEN:scroll]
[IMPROVEMENT:100:scroll:SPECIFIC:ROLLERS:GET_MATERIAL_FROM_REAGENT:scroll rollers:NONE]
[SKILL:BOOKBINDING]
[REACTION:MAKE_PAPER_SCROLL_ADV]
[NAME:make paper scroll]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:fiber plant:1:PLANT:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_PAPER_MAT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:scroll rollers:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL:GET_MATERIAL_FROM_REAGENT:fiber plant:PRESS_PAPER_MAT]
[PRODUCT_TOKEN:scroll]
[IMPROVEMENT:100:scroll:SPECIFIC:ROLLERS:GET_MATERIAL_FROM_REAGENT:scroll rollers:NONE]
[SKILL:BOOKBINDING]
Having done some... interesting experiments with time travel in DF (note that this was several versions back, but I see no reason why it should have changed) it seems that DF is surprisingly resilient when it comes to chronological meddling. Units do not have their age stored anywhere - their age at a given moment is simply their birth time subtracted from the world's age, and is called when needed.
Units generated at the beginning of the world are created with random ages - which means that functionally, they were born before the world was created, and therefore have negative birthdays. This also means that if you set a unit's birthday after the current date, or set the world's age backward to before the unit was born, the unit will show a negative age on their unit screen. The game takes this in stride. I guess age is just a number.
(The time travel script used by the old Masterwork gnomes did cause units to vanish in a puff of logic if their ages were set to a negative value, but that was added behavior.)
That is unfortunate, I was hoping it would have changed I the new version. I don't suppose there's a way to reverse a permanent transformation?Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?
You cannot transform an already transformed creature, but you can make a single syndrome that applies a new transformation after the old one ends. The timing will be unchangeable once it starts though.
That is unfortunate, I was hoping it would have changed I the new version. I don't suppose there's a way to reverse a permanent transformation?Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?
You cannot transform an already transformed creature, but you can make a single syndrome that applies a new transformation after the old one ends. The timing will be unchangeable once it starts though.
Current plan: creature gets transformed into a creature that immediately dies but also summons the next version in the same tick. I should be able to do this as many times as I like, right? It'll stuff up pets and clog the death list in fort mode but I can't think of any other drawbacks
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:7]
[SEED:valley herb seed:valley herb seeds:7:7:5:LOCAL_PLANT_MAT:SEED]
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.
My original question regarding experiments was mostly about the mutant freak type ones rather than ghouls - was thinking there was a specific interaction to make them. Looking through a world.dat file, it appears the mutants just pop up randomly from necromancers and the ghouls are the ones with the interactions tied to them, but then there also isn't a token marking a creature as an experiment type.Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.
Toady said that it's not supposed to work that way (http://www.bay12forums.com/smf/index.php?topic=175662.msg8093802#msg8093802). It's supposed to produce the creature specified in the experiment interaction, not a random generated one.
If you have a save file with an example of a modded secret keeper that is producing random generated experiment creatures, can you post it here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401)? It happens very rarely for me (but at any rate, it never produces the creature it's actually supposed to, so either way it's busted.)
Can plants be made to grow in the magma sea or hell?Nope. One can attempt though, by setting loads of plants to the SUBTERRANEAN_LAVA biome. That's only ten minutes of testing.
Can plants be made to grow in the magma sea or hell?Nope. One can attempt though, by setting loads of plants to the SUBTERRANEAN_LAVA biome. That's only ten minutes of testing.
Could try an immobile plantlike creature, flying or swimming, in the lava. Made of steel?
Anyone done heat-immune tiny insects?
Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving you a random Secret Syndrome or giving you a slab with the secret on it?
Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving you a random Secret Syndrome or giving you a slab with the secret on it?
I don't think it works - in fact when I tried it I wound up with really weird bugs, like the names of different secret holders being mixed up randomly, almost like duplicate raws but applying only to secrets.
You should be able to make a copy of the secret's syndrome and have that given by a blessing instead, though.
What biome is Hell?If I remember correctly,
Hi everyone. I'm trying to mod in a interaction that summons both a temporary creature and stealths the user:Spoiler (click to show/hide)I've tested it in both adventure mode and the testing arena, but I normally play fort mode so I don't know if it's working properly. The dog appears and then disappears but I don't know if the stealth is working properly. Have I done this right?Spoiler (click to show/hide)
I gave this to dwarves to test, and they would only use it when I took control in the arena. Can I make them use it in "fort" mode?
And is there a way to make sure the dog doesn't leave a cloud of smoke when it poofs?
There's SIZE_DILUTES and SIZE_DELAYS, yeah, but I'm guessing both would affect the healing negatively (latter delaying when it occurs and former lessening the effects with size).What i mean is that i thought those tags would be necessary to make size matter.
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
Here's one syndrome raws dump, 3.7 MB http://dffd.bay12games.com/file.php?id=14822
OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
Here's one syndrome raws dump, 3.7 MB http://dffd.bay12games.com/file.php?id=14822
OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.
Yeah, my Create-Now and Advanced WG both crash around 60-80 years, with crashes in the 30s every once in a while.. not sure what changed but this issue wasn't here previously. Been trying to figure out what the issue may be.
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?Got LOADS of custom positions, all raws are visible in the OldGenesis uploads.
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
One could experiment with position/civ deletions until there's no worldgen crashes...
[ITEM_ARMOR:ITEM_ARMOR_AKETON]
[NAME:aketon:aketon suits]
[MATERIAL_PLACEHOLDER:woven]
[ARMORLEVEL:1]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:UNDER]
[COVERAGE:300]
[LAYER_SIZE:20]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
I've been puzzling my head around material densities and the like, but I'm using the vanilla plant_thread material definitions for now.What are the specific material tokens for dyes? I want to have a reagent that only allows red (hide root) dye, but nothing I try seems to work.It's not that plant's structural, it's probably the MILL material:
[REAGENT:DYE:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:STRUCTURAL]
Try [REAGENT:dye1:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:MILL]
2. Megabeasts that brainwash enemies sent to fight them - can this be done with an interaction? Can that interaction then be resisted by specific creatures, to create a rare caste immune to their power? Will it cause horrible loyalty cascades if one invades the fort, corrupts a dorf or dorf equivalent, and then other dorfs end up killing that one?
Have a list of stuff where I'm wondering if it's possible and what consequences might happen if I put it into the raws for an upcoming mod I'm thinking of doing.1. You cannot. If you try to give a civ multiple creatures, at civ-creation a random creature of that list will have that civ.
1. Multi-creature civs - I know civs will swap members around a bit now, but can you actually have a civ that spawns multiple creature types or does all mingling have to happen in world-gen?
2. Megabeasts that brainwash enemies sent to fight them - can this be done with an interaction? Can that interaction then be resisted by specific creatures, to create a rare caste immune to their power? Will it cause horrible loyalty cascades if one invades the fort, corrupts a dorf or dorf equivalent, and then other dorfs end up killing that one?
3. Objects that provide or enhance skill experience in some way? The obvious answer is 'used as a non-consumed reagent in a reaction that produces instantly evaporating harmless dust', right? The setting has gems that can be inscribed with someone's memories, allowing them to pass their skills on to another holder - letting the player get access to these once they have a legendary hero with the skill, then use them to train other members of the fort, would be a cool touch.
I can't answer the others, but I have a feeling this one might be possible. You could maybe do something that's similar to the night creatures that capture and convert creatures with the [SPOUSE_CONVERSION_TARGET] token. I'm not too familiar with the night creature raws, but if you dig them up you could probably see how their interactions work. Beside that you could also try looking at the new necromancers and their intelligent undead. They "transform" creatures into their lieutenants too.Spouse conversion is not done through interactions, that won't work. SPOUSER_CONVERTERs only convert in world-gen anyway.
[INORGANIC:POOF_SUMMON_CENTURION_COPPER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:summon copper centurion]
[BOILING_POINT:1000]
[SYNDROME]
[SYN_NAME:can summon copper centurion]
[SYN_INGESTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_DISPLAY_NAME:NAME:(assembly cooldown):(assembly cooldown):(assembly cooldown):START:0:END:3000:ABRUPT]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000:ABRUPT]
[CDI:ADV_NAME:Summon copper centurion]
[CDI:INTERACTION:SUMMON_CENTURION_COPPER]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:power up the copper centurion:powers up the copper centurion:NA]
[CDI:WAIT_PERIOD:3000]
[INTERACTION:SUMMON_CENTURION_COPPER]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:CENTURION_COPPER:ALL]
[IE_MAKE_PET_IF_POSSIBLE]
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
One could experiment with position/civ deletions until there's no worldgen crashes...
Yeah that's pretty much what Ill be doing all day or 2 for me till I fix any possible issues lol.
According to the wiki, specifying no USAGE_HINT should make them use this as soon as a target is available. And a target IS available, it's them.
Has anyone had any luck to make dwarves use interaction without USAGE_HINT?
P.S. Just to confirm, if I spawn this rock in adventure mode via a cheat reaction, I immediately get the power and can use it without selecting a target, so there's no mistake there.
How can I create an interaction that only targets undead?Something with IT_AFFECTED_CLASS,
How to make an interaction that flings the user themselves at a creature or location? I can't get it to work.
Also, how to summon a single species of creature instead of only those with a specific token?
How can I create an interaction that only targets undead?
I have a creature that is a floating ball of extremely hot gas, intended as a summon. Currently it only explodes if it's attacked, but is there a way to make an interaction that blows it up?
And how can I make it melt itself? Making it solid so it melts doesn't seem to work... Here are the raws.As far as I can tell, the syndrome is being administered as a gas, and so therefore will only take affect if a unit happens to breathe in while they're stood in the gas (it's the least reliable way of administering a syndrome). For the dying part, I did some research on the matter (http://www.bay12forums.com/smf/index.php?topic=175620.0) that might be useful. For example, if you want to make the exploding creature die instantly, you could set a heatdam point on its body material and give it a homeotherm above that (or just set heatdam at 0). If you want to be more merciful on players by giving them a window of opportunity to react before the thing explodes, check the topic for the slower methods :P
*snip*
The syndromes also don't seem to apply half the time...
So it works, sort of. However, it made the spheres explode instantly after summoning, and after some changes they don't explode at all. How do I make them only explode when adjacent to an enemy?
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.
There are two ways of doing this - the easy way and the hard way.
First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak. A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.
If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED. This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.
There are two ways of doing this - the easy way and the hard way.
First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak. A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.
If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED. This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.
There are two ways of doing this - the easy way and the hard way.
First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak. A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.
If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED. This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Ah right, if you want the unit to be playable you also have to give the prepare interaction a manual target, even though it can only affect the self. I use it mainly for managing the AI of non-playable creatures. (For example, I made a necromancer variant that creates exploding zombies, and also has an interaction to prevent them from exploding when they are too close to prevent friendly fire.)
A catch-all "silence" status effect works better for an integrated magic system where most spells are verbal, but doesn't help when creating more specific behavioral effects of monsters.
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders
There isn't. There should be. There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating. A wiki page could get around this.
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders
There isn't. There should be. There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating. A wiki page could get around this.
That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders
There isn't. There should be. There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating. A wiki page could get around this.
That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?
Can [CE_CAN_DO_INTERACTION] in syndromes be given a probability to occur?Yes, they can be given a probability.
If no, is there any way an interaction can be made to fire a certain percentage of the time the trigger is met? I have an interaction with a double-transformation and a summon that I only want to occur around 5% of the time.
Edit: and does [IE_TIME_RANGE:X] work as a delayed permanent summon?
A temporary summon will also disappear if moved far enough away from its master.
How do you create a new page on the wiki? We need one for syndromes, creatures, and probably entities as well.There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome
I meant, to post examples. Like the Spellbook, but on the wiki so it doesn't get forgotten and buried.How do you create a new page on the wiki? We need one for syndromes, creatures, and probably entities as well.There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome
Got Creature page: https://dwarffortresswiki.org/index.php/DF2014:Creature
Creature Token: https://dwarffortresswiki.org/index.php/DF2014:Creature_token
Entity redirects to Entity Token: https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Civilization page explains the vanilla DF entities: https://dwarffortresswiki.org/index.php/DF2014:Civilization
How do you create a new page on the wiki? We need one for syndromes, creatures, and probably entities as well.
Ok, but it looks like it considers itself to be for an older version of DF.How do you create a new page on the wiki? We need one for syndromes, creatures, and probably entities as well.
You mean, like this? (https://dwarffortresswiki.org/index.php/Sample_creatures) (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
I'd say that's just an unfortunate side-effect at this point. Coding - in any language save BASIC, and that under supervision at the time - isn't really one of my strong suits, as such. Let's just say that the coding language (EDIT: involved in DF modding, not specifically MediaWiki syntax, although that could apply as well) currently reeks too much of Javascript and associates, for someone more familiar with GOSUB and GOTO.Ok, but it looks like it considers itself to be for an older version of DF.How do you create a new page on the wiki? We need one for syndromes, creatures, and probably entities as well.
You mean, like this? (https://dwarffortresswiki.org/index.php/Sample_creatures) (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
The new version seems to have added a noble called a "high treasurer" who is in charge of negotiating trade deals for craft guilds in fort mode. Seems like a nice feature for ordering materials your home civ doesn't have, but my problem is when the high treasurer is from my home civ. I don't think the guild has anything that I can't order from the liaison, and I can't tell which of the trade agreements gets honored; it looks like one of them may be ignored sometimes. Does anyone know a way to control the high treasurer position in the raws? I'm playing a modded civ, so I'm wondering if it's happening to everyone or just me.
Does anyone know how to change the two weeks before adventure start in like, 10 years ? Would be interesting for fast forwardingProvided it still works in the current version, this (http://www.bay12forums.com/smf/index.php?topic=164144.msg7463079#msg7463079) dfhack script can be used to edit how long the updating world screen progresses. The fast forwarding isn't exactly fast, however (especially not if you're planning on letting it go for 10 years) :P
In what version dead sentients was butcherable in fort mode if goblin ethics?Possibly you could still do it in 40.24?
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.
Is there any RAW validating/debugging utility out there? I checked the community tools thread and the wiki page but I couldn't find something alike, unless I missed something. I have a RAW file with 200+ new materials and it's causing some weird glitches on the embark screen; specifically some items only existing in one (new) material and items with new materials costing 0 embark points. The vanilla error log neither DF-Hack's error log spit anything out either.Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.
Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.
Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.
What I've been doing is just making a test DF install. Paste all my modded raws in then run arena mode. The errorlog.txt file should find your errors for youNope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.
Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.
Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.
Found the culprit by going through the material values, turns out in my tiredness I copied a solid colour to the MATERIAL_VALUE field instead of the value it should've been. Oops! Thanks a lot though!
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.
The jeweler's workshop is still not moddable. You can add them to the craftman, mason, kiln, or any custom workshop or furnace.
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.
The jeweler's workshop is still not moddable. You can add them to the craftman, mason, kiln, or any custom workshop or furnace.
In the interest of doing what you've suggested, but still keeping my gemstone aspect - is it possible to make a tag for [CAN_GEM], similar to the [CAN_STONE] tag so that they will use only cut gems to make those items? I'd like to avoid a gabbro gemstone warhammer being made in the craftsdwarf workshop or showing up as a random artifact in world gen. Or if you know of a more straight forward workaround to establish the same effect, creating a warhammer made out of (6) cut gems that can be made in a specified workshop? Thanks for the help btw.
Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.You want this:
So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]
All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.You want this:
So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]
All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).
How do you create a new page on the wiki? We need one for syndromes, creatures, and probably entities as well.
You want this: [REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).
would someone help out with a list of available workshops for reactions?Basically anything you could want to know about custom reactions is listed on the wiki (https://dwarffortresswiki.org/index.php/DF2014:Reaction#Building).
I got an idea for which ones I can use but im not sure of the format they
need to be written in.
[BUILDING:SMELTER:NONE]
[BUILDING:FARMER:NONE]
what other ones?
So far I've tried.You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).
how do I edit a dwarf's skill level? I want to make one skill 0 and another 5You'll want to check out 'assign-skills' part of dfhack, if you are using it.
p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?FIREIMMUNE_SUPER means "hey AI, you are allowed to calculate walking path though dragonfire". For surviving dragonfire, one needs to make creature's materials resist the high temperature. Magma-resistant rock class or such. I don't know if an interaction or syndrome can change all tissues of a creature; OldGenesis doesn't have creature transfomation magicks.
p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?FIREIMMUNE_SUPER means "hey AI, you are allowed to calculate walking path though dragonfire". For surviving dragonfire, one needs to make creature's materials resist the high temperature. Magma-resistant rock class or such. I don't know if an interaction or syndrome can change all tissues of a creature; OldGenesis doesn't have creature transfomation magicks.
Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?
Is the material a boulder, or a bag of sand? If it's a bag of sand, there may be 150 material in that bag -> 150 items.Bag use example code: preserve bag.
Is it possible to make dwarfs geldable in fort mode?Could put the syndrome on the alcohol that dwarves drink, I suppose. "burrows 2 has the Special Drink, one that changes you!"
If not.
Any ideas on how to target a select group with a syndrome?
Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?
There are a number of tricks to do this, but they depend very heavily on exactly what you are trying to do.
Can anyone explain what theAccording to the wiki, Creature/Caste Flags are a set of... Well, flags, that can help whittle down choices for summons and the like. For instance, with [IE_FORBIDDEN_CREATURE_FLAG:TWO_GENDERS], any creature with two genders cannot be summoned. Or if it's got [IE_CREATURE_FLAG:GOOD], only [GOOD] creatures are summoned, AFAIK.
[IE_CREATURE_CASTE_FLAG:x]
Is in the new summoning interactions? I'm thinking of utilizing the interaction for a variety of different summons but can't find any information on it.
-snip-
-snip-
I would like to make two dwarves friends, but it seems that this is difficult as the friendship data is stored in history as a vector. Is there a script that can accomplish this?"When it comes to friendship values you should probably look at Fleeting Frames' relations-indicator script," http://www.bay12forums.com/smf/index.php?topic=167496.15
What im basically trying to achieve is an interaction (ideally a secretI'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
What im basically trying to achieve is an interaction (ideally a secretI'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
Creature: animated armor.Spoiler (click to show/hide)
Ummm.... You can create items with creature actions at least. I don't know if there's any way to make anyone other than an adventurer or a fort dwarf use them though, since it just creates the items at the target's feet.What im basically trying to achieve is an interaction (ideally a secretI'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
Creature: animated armor.Spoiler (click to show/hide)
[INTERACTION:GIFT_WEAPON]
[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: gifted ]
[IS_HIST_STRING_2: a truly powerful sword.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:obsidian]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:INORGANIC:ADAMANTINE]
[IE_ITEM_QUALITY:ARTIFACT:ARTIFACT]
Simple question about the IT_REQUIRES interaction token - if I use several of them for one interaction, for exampleI believe it is EITHER.
[IT_REQUIRES:OPPOSED_TO_LIFE]
[IT_REQUIRES:SUPERNATURAL]
Does that mean that the target creature must have EITHER of those tags or BOTH?
Someone may have already asked this question, but is there a reason why vermin with the "vermin soil colony" token don't have animal person/ giant versions? Like, why are there no giant ants, or honey bees? I was thinking of making a Colony Spider creature, but the whole point is to have swarms of giant spiders attack your fortress.Because, I suppose, Toady One has not created giant versions of them.
Is it possible to mod a reaction to brew ICOR and BLOOD into low grade booze?Yeah, by making a custom reaction. Not via the brew shop normal reaction. First, create a new plant that will contain your ICHOR_ACHOOLOL. Create the new poor alcohol material inside plant. Or create a new material that is like alcohol, inside the materials txt file.
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.
Because, I suppose, Toady One has not created giant versions of them.
Some civs bring war animals (beak dogs) with them, some do not. One time 2013-ish I gave gray acid dragons to a civ, they brought like 30 of them with their army...
You cannot command in modding how large an army attacks your fort.
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.
I get 5-6 demon-civ-people in an "attacking army".
Also, to Sver's point, I think 250-500 giant spiders with the [CRAZED] token should make for an imposing swarm lol.PLease, think of the framerate! 200 of 12kg spider corpses and their miasma will be such lag in the simulation...
Hello, I want to create a creature that generates a constant dizziness "area". I give it this interaction:range 5, and attack usage. is the creature attacking all the time? (crazed, opposed to life)
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:a:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
PLease, think of the framerate! 200 of 12kg spider corpses and their miasma will be such lag in the simulation...
On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?Here you go:
Thanks!
On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?Here you go:
Thanks!
http://dffd.bay12games.com/file.php?id=4175
<filepath to the folder you have the tools in>\wtf2txt.exe <filepath to the announcements folder>\<the file you want decoded> <filepath to where you want the decoded file to end up>\<the name you want the file to have>
You can paste text into the command prompt by right clicking the title bar and selecting edit>paste.C:\Users\User\DF\wtftools-r2\wtf2txt.exe C:\Users\User\DF\df_47_04_win\data\announcement\kingarrival C:\Users\User\DF\wtftools-r2\announcements\normalkingarrival.txt
Re-encoding the files works the same way, check the included readme for the format.You need to use the command prompt to run the files. If you're on windows, you can do that by pressing Win+r, typing cmd, and hitting enter. The command you want to enter will be of this format:Code: [Select]<filepath to the folder you have the tools in>\wtf2txt.exe <filepath to the announcements folder>\<the file you want decoded> <filepath to where you want the decoded file to end up>\<the name you want the file to have>
You can paste text into the command prompt by right clicking the title bar and selecting edit>paste.
Here's an example:Code: [Select]C:\Users\User\DF\wtftools-r2\wtf2txt.exe C:\Users\User\DF\df_47_04_win\data\announcement\kingarrival C:\Users\User\DF\wtftools-r2\announcements\normalkingarrival.txt
Re-encoding the files works the same way, check the included readme for the format.
You might want to keep a txt file with some template commands in it.
So I got my varkid transformations working... sort of.
In the creature file:Spoiler (click to show/hide)
It's applied via continuous secretion.
In the interaction file:Spoiler (click to show/hide)
I'm having a couple of issues. The first step is only meant to have a percentage chance to transform, but in the arena every single one I spawn transforms into a pod immediately. The same thing happens with each step, every single one transforms, the PROB in the first section is not working.
The second is the timing. I've tried to add some delays in between each step but in the arena they immediately transform into varkid pods. The summoned unit immediately transforms into a pod so I have a chain of pods until the final form. I've tried to use the JUST_HATCHED class to add a 1200 tick gap between transformations, but it isn't working. I know I could change the times in the transformation but that won't quite work for what I want.
Any suggestions? I haven't tested it in fort mode yet
[CAN_DO_INTERACTION:YOUR_INTERACTION]
[CDI:ADV_NAME:Do interaction stuff]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:WAIT_PERIOD:50]
Will plants with SHRUB_DROWN_LEVEL of 8 or higher grow underwater?I don't think so. Kelp
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.
[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
[NAME:make saltpeter/sugar gunpowder]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
[REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:D]
[SKILL:MILLING]
Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.
[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
[NAME:make saltpeter/sugar gunpowder]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
[REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:D]
[SKILL:MILLING]
Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
So if I want my 3*3 workshop look like :
Chest - Chest - Chest
Empty - Chair - Empty
Table - Table - Table
What I have to do to find wich characters I have to set in my custom building txt ?
[REACTION:TRANSMUTE_FLUXSTONE]
[NAME:Transmute stone to flux-stone]
[BUILDING:TRANSMUTATOR:NONE]
[REAGENT:A:150:BAR:NONE:ASH:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:drink container:1:NONE:NONE:NONE:NONE]
[CONTAINS:drink]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:STONE:NONE:INORGANIC:HOMEMADEFLUX]
[SKILL:ALCHEMIST]
Yes thanks, easier with the wiki tileset page ;)
Second question, I have a custom reaction with the job alchemist :Quote[REACTION:TRANSMUTE_FLUXSTONE]
[NAME:Transmute stone to flux-stone]
[BUILDING:TRANSMUTATOR:NONE]
[REAGENT:A:150:BAR:NONE:ASH:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:drink container:1:NONE:NONE:NONE:NONE]
[CONTAINS:drink]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:STONE:NONE:INORGANIC:HOMEMADEFLUX]
[SKILL:ALCHEMIST]
The problem is I want only dwarves with alchemist skill enabled to do the job, but apparently any dwarf can do it, job enabled or not.
I know Alchemy job is special so maybe it's a normal thing ?
Any idea ? Thanks !
How make demon (unique and normal) without worldgen crashes, if demon number set to 0?
Yeah I dont know why but it's ok now.. ^^
Third question, how can I have a reageant boulder no flux only ?
[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
I dont want use blocks but only boulder NO FLUX, I tried the tag WORTHLESS_STONE_ONLY but doesnt work.
And bonus question, is there a way to use only beer in reaction ? Not ale, rum or other drink but only beer (5 units)
[REAGENT:beer:150:DRINK:NONE:NONE:NONE:NONE]
[UNROTTEN]
[REAGENT:beer:750:DRINK:NONE:NONE:NONE][REACTION_CLASS:BEER]
Good idea, but in my case it doesn’t work.Consume boulders, vermin remains, socks!, meals, tickets-made-in-rock-toy-workshop, maybe.
I want to add a custom workshop for train skills, this is why I want to slow down the reaction to avoid them training too quickly.
What do things like [DRINK:LOCAL_PLANT_MAT:DRINK] and [MILL:LOCAL_PLANT_MAT:MILL] in plant raws do exactly?
Are they necessary to call a material like PLANT_MAT:WHATEVER:DRINK?
And if that's the case, why aren't there equivalent tags for oil, or soap?
Basically I'm trying to understand why I can refer to PLANT_MAT:WHATEVER:FRUIT or PLANT_MAT:WHATEVER:LEAF as a material token, but I can't refer to PLANT_MAT:WHATEVER:MILL in order to get the powder.
Okay, so in Tolkien's world of Middle-earth, Dwarves are immune to human diseases. This means in my mod I would have to make them immune to infections from wounds and infections from rot. Would this make the game too easy?No, it would not. Infections are nothing;
Alternate version of above reaction in case dust bags are contained in barrels.
[REACTION:MIX_DUSKTHORN_ESSENCE_BARREL]
[NAME:mix duskthorn essence]
[BUILDING:ALCHEMIST_HOLLOW:CUSTOM_SHIFT_D]
[REAGENT:powder:150:POWDER_MISC:NONE:PLANT_MAT:DUSKLEAF:MILL]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:powder]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bag container:1:NONE:NONE:NONE:NONE]
[CONTAINS:bag]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:flask:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:DUSKLEAF:EXTRACT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:flask]
[SKILL:ALCHEMY]
[REAGENT:powder:150:POWDER_MISC:NONE:PLANT_MAT:DUSKLEAF:MILL]I don't think one should command the bag holding barrel. Just the bag and the powder. No barrel.
[REAGENT:bag:1:NONE:NONE:NONE:NONE] [CONTAINS:powder] [PRESERVE_REAGENT] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bag container:1:NONE:NONE:NONE:NONE] [CONTAINS:bag]
[PRESERVE_REAGENT] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE] [UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE] [CONTAINS:oil]
[PRESERVE_REAGENT] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:flask:1:FLASK:NONE:NONE:NONE] [EMPTY]
So, I've wanting to make a challenge fortress where the dwarves only use bone for stuff, weapons, doors, beds, everything (In an evil biome for added Fun!) To make this work, I need to essentially make it so bone is a viable material for tools, weapons (you already make bows, so that's something) and furniture, any idea on how to make that possible?My wooden funs: just put bone instead as a reagent.
How the heck does one make mug/goblet/chalice/flask/jug/kitchenpot out of BONE?
Answer: 1cm by 15cm strips of bone, plus animal-tissues glue. Maybe animal leath...no.
Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).Tried "RANDOM_NEARBY_LOCATION - Used with LOCATION." and
From the testing I've done only RANDOM_NEARBY_LOCATION seems to work as an argument - no success with using CONTEXT_LOCATION or similar tokens for it, they just cause the summon to appear at the caster's tile.Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).Tried "RANDOM_NEARBY_LOCATION - Used with LOCATION." and
"SUMMON_UNIT - Creates a new unit at the target" combo?
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token
Hey, I'm modding in cobalt, and one of my old forts had access to cobaltite, so I thought I'd try it out there. Eveything was fine except for the fact that the d -> a automine feature didn't work...Borrow these:
Anyone know how to make it function? I've messed about in the raws, changed a million things and still can't figure it out.
Okay I have got a few questions. In Middle-earth, according to Tolkien, dwarves do not grow their own food. They trade for it. Would it destroy the balance of the game if I removed the ability of dwarves to grow all crops? (They would still be able to keep animals, however)."They had a knack for starting a fire almost anywhere out of almost anything. Although they knew how, Dwarves did not farm or herd often, as they preferred to spend their time underground mining and crafting. They rather traded crafted items with men and elves in exchange for food."
Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.
Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.
(...)
Something caught my eye on the OP and I haven't found any more followup info:Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.
Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.
(...)
So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.
How make material testable in Arena Mode? I want to test obsidian weapons and some other types.
Would a reaction that applies poison to a weapon be possible? I can't imagine any current vanilla reaction that could be frankenstein'd for it.DFhack users can: spatter-add to coat weapon, or itemsyndrome, they say.
Something caught my eye on the OP and I haven't found any more followup info:Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.
Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.
(...)
So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.
I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.
new reaction tags:
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more. The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>] Default is 30.
[ATTRIBUTE_IP:<integer>] Default is 10.
(...)
I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.
I was referring to these:Code: [Select]new reaction tags:
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more. The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>] Default is 30.
[ATTRIBUTE_IP:<integer>] Default is 10.
Also, not "he".
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.
FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "
https://dwarffortresswiki.org/index.php/DF2014:Entity_token
having tested monument what happens is it makes the capital site empty but treats the rest of the civ the same but if you slap on tombs and builds castles on they start building those. best for making a nomad civ where they have no actual site but they exist in the world gen.I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.
FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "
https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Thanks! May worldgen crash be caused by SITE_CONTROLLABLE?having tested monument what happens is it makes the capital site empty but treats the rest of the civ the same but if you slap on tombs and builds castles on they start building those. best for making a nomad civ where they have no actual site but they exist in the world gen.I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.
FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "
https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Good to know. Could you add the results of your testing to the wiki?Now I have some troubles with recapthca - it does not work properly in my browser.
I tried some more MONUMENT civs, but they all cause crashes in worldgen. How you prevent crashes?having tested monument what happens is it makes the capital site empty but treats the rest of the civ the same but if you slap on tombs and builds castles on they start building those. best for making a nomad civ where they have no actual site but they exist in the world gen.I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.
FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "
https://dwarffortresswiki.org/index.php/DF2014:Entity_token
I've been having a CTDs resulting from a fault in VCRUNTIME140.dll while loading modded creature files containing a bunch of creatures (essentially giants and especially animal people) containing COPY_TAGS_FROM followed by a few APPLY_CREATURE_VARIATIONSs. I've ruled out duplicate creatures and I think I removed all fractal creatures. Are there known issues regarding those particular tokens interacting or the dll itself?
Barring any particular issue, I think maybe the dll causes a CTD because whatever temporary file it handles while applying creature variations gets too large for it to handle. I'll test that theory out within a few days.
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
I've experimentally tried used "NONE" in its place without producing any errorlog messages (under the assumption that it might cause the syndrome effect to remain active outside of the specified counter trigger range), but I've failed to notice any difference.
Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?
So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0....
Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?Here's my notes on 44 to 47 update:
So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.Since the counter triggers don't work, you'll have to settle for a self-transfomation interaction into a different unintelligent caste, with a 3-months long reuse timer, that lasts for one month.
[REACTION:MAKE_ROCK_BIN]
[NAME:make rock bin] Finally, something else to do with all that bloody stone laying around!
[ADVENTURE_MODE_ENABLED] *I want these to be for use in BOTH fort/adv modes.*
[BUILDING:CRAFTSMAN:CUSTOM_N] Should be "n" for use in workshop.
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE] *Do I need to define the INORGANIC token? Would replacing with NONE be better?*
[WORTHLESS_STONE_ONLY] Should I remove this token? *Not sure how it will affect quality.*
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY] *Not sure about this line either due to the references below dotted line.*
[PRODUCT_TOKEN:bin] *Not sure if i need this line or not.*
[SKILL:STONECRAFTING] Or is it {STONE_CRAFT}
[REACTION:MAKE_ROCK_BED]
[NAME:make rock bed] A wondrous stone bed, fit for a dwarf. Requires leather for pillow and blankets. Mmmmm...comfy.
[ADVENTURE_MODE_ENABLED]
[BUILDING:MASON:CUSTOM_SHIFT_D] Should be "Shift + d" for use in workshop.
[REAGENT:A:2:BOULDER:NO_SUBTYPE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:B:1:TANNED_HIDE:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY]
[PRODUCT_TOKEN:bed]
[SKILL:MASONRY]
Hey folks, been a while since I've been on the forums. I've recently gotten into modding and have decided that the best way to try my hand at reactions, was to do a couple things I wanted to change in terms of gameplay, namely Rock Bins and Rock Beds. After comparing some older and newer reference material, I've come up with something that I think should work. If anyone could take the time to look it over that would be great. I've also included some notes and questions.SKILL:STONECRAFT .
Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
I didn't think of testing these attributes. The only things that I couldn't seem to do were assigning as squad equipment in fortress mode and choose it as initial adventurer equipment. You can draw/strap a knife in arena mode, so I assume you can in adventurer mode. So what I think is that WEAPONs are exclusively used for the military or adventurers, which is slightly annoying since you have finer control over material usage with tools. Thanks Tomi.Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
TOOLs also seem to wear out a loooot faster than weapons do.I didn't think of testing these attributes. The only things that I couldn't seem to do were assigning as squad equipment in fortress mode and choose it as initial adventurer equipment. You can draw/strap a knife in arena mode, so I assume you can in adventurer mode. So what I think is that WEAPONs are exclusively used for the military or adventurers, which is slightly annoying since you have finer control over material usage with tools. Thanks Tomi.Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
Is there any way to cause creatures with feathers to drop feather items when butchered that isn't simply increasing their body size?Hmm.. not with extra_butcher_object, that drops only one.
I'd like to make it so some smaller (than an ostrich) birds can be butchered for their feathers, without necessarily making them all the size of an ostrich. Ideally their other butchering returns (meat, organs, etc.) would stay the same as default.
Okay, quick question:They would be, yes. Only way to circumvent it (that I found, anyway) is to give the megabeast NOT_LIVING and to make the summoned creature have both NOT_LIVING and OPPOSED_TO_LIFE. Obviously this doesn't fit everything so its application is a tad limited.
If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
Okay, quick question:They would be, yes. Only way to circumvent it (that I found, anyway) is to give the megabeast NOT_LIVING and to make the summoned creature have both NOT_LIVING and OPPOSED_TO_LIFE. Obviously this doesn't fit everything so its application is a tad limited.
If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
I don;t know much about counter triggers working. Transformations are cheating due to healing effects. If mod needs manual timer, will be better to use it for direct changing intelligence status.So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.Since the counter triggers don't work, you'll have to settle for a self-transfomation interaction into a different unintelligent caste, with a 3-months long reuse timer, that lasts for one month.
These requests are really weird to most people and borderline breaching forum guidelines on pornographic content. Molesting the animal people is not appropriate, whether it's ogres or harpies or cow women. When I make such content, I don't post about it publicly, as a general rule you probably shouldn't either. Last time we had a mod that explicitly made sexual content and openly discussed it on the forums, (adding genitals, inappropriate interactions (like milking the women) etc.) Toady demanded it be taken down or the author would be banned. The new succubus mod doesn't have big tiddies anymore.
If you want to continue making this content, you should do it as a side project you never publish/discuss on the forums and practice your modding techniques separately/publicly request help on different matters. That's what I do.
How do I make it so vampires actually convert people in worldgen?
Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.Crematorium? Kitchen may be better...
I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.
Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.
I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.
Does anyone know what happens if you put a COPY_TAGS_FROM inside a caste? Are the copied tags limited to said caste, or (what I suspect) are they applied to the entire creature?Some tags are creature-level, some are caste-level. Don't exactly know how it works.
Oof, it's been a few years since I tried modding in DF. I see that a lot of things got added, but I'm kinda lost in how to start back again. Is there a proper guide or something similar to creating a new creature? I'm struggling a bit with the materials and tissues,
Would there be a way for me to apply a syndrome to a creature as it's summoned? I don't know how to and I need it for a thing I'm working onUnfortunately no, summoned creatures can't be a target within their interactions at this time. It's likely to be possible in the future, however. To quote Toady in the Future of the Fortress:
Quote from: AtkanaWill SUMMON_UNIT interaction effects be getting special support for applying syndromes to the summoned creatures, like how the ANIMATE effect has? The new feature is really cool for modding, but the lack of that limits its potentialBy the time we get through to the magic changes, I'm not sure if it'll work the same way in general - improvements to targeting could allow, for instance, the summoned unit to be a new target and then the syndrome or anything else could be applied without it having to be a specific element of the unit effect.
Does adding [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] to a custom entity do anything if the entity has specific pre-defined custom positions? Is there any reason not to add these tags?
What values and personality traits make creatures obsessed by their own mortality?
What values and personality traits make creatures obsessed by their own mortality?
According to this thread:
http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174 (http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174)
Nothing......According to the research done there it is completely random and not affected by personality traits
I was hoping to use the trick described in this thread:I can't comment on whether the trick works or not - I've never personally used / tried to use it - but if it's sphere-related, then you'd likely run into problems with your particular plan. Spheres are at a creature level, rather than a caste level, so every caste of the wizard creature would have all the spheres at once.
http://www.bay12forums.com/smf/index.php?topic=151702.0 (http://www.bay12forums.com/smf/index.php?topic=151702.0)
The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......
Does anybody know when this trick stopped working?
I was hoping to use the trick described in this thread:I can't comment on whether the trick works or not - I've never personally used / tried to use it - but if it's sphere-related, then you'd likely run into problems with your particular plan. Spheres are at a creature level, rather than a caste level, so every caste of the wizard creature would have all the spheres at once.
http://www.bay12forums.com/smf/index.php?topic=151702.0 (http://www.bay12forums.com/smf/index.php?topic=151702.0)
The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......
Does anybody know when this trick stopped working?
Try changing the material line to CDI:MATERIAL:CREATURE_MAT:INORGANIC:DR_FIRE_IMMUNE_COATING:UNDIRECTED_VAPOR]
It should then form a cloud around them, but it will be inhaled/contact them immediately. With liquid glob it's probably not able to hit itself.
Not sure if this is a modding question, but I want to convert to 1 meter to cubic centimeters and vice versa for realism. I'm currently using this, but I don't know how accurate it is: http://www.endmemo.com/cconvert/cm3m.php
Another modding question would be how to get civs to use/make a material exclusively, like rock, bone, or bronze/copper for bronze age or prehistoric mods.
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]For the basic range to always be 1 or more, it'd need to be x+1.
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more. The default is 11.
The default multiplier is 5.
How do I make a reaction that checks to see the wear of an item, say for example clothes. Are there non-modding workarounds for this as well?
Does anyone know the actual numbers behind quality rolls for item crafting?
Toady offers some information with the SKILL_ROLL_RANGE token, but the information seems ambiguous/wrong:Quote[SKILL_ROLL_RANGE:<basic range>:<multiplier>]For the basic range to always be 1 or more, it'd need to be x+1.
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more. The default is 11.
The default multiplier is 5.
It also doesn't account for attributes, which I know (at least in the past) have an effect on skills rolls, so either that's changed/it's not the case for raw-defined reactions/that information isn't included in the formula.
It also doesn't really mention what the skill roll actually amounts to in the end - when a roll turns up a value of 19, what does that actually mean in terms of the quality that's assigned?
The wiki also mentions that a series of dice rolls are made at successively higher difficulty levels to determine quality. Does that mean that there are multiple checks performed against higher and higher difficulties and the quality keeps rising until a check fails; or that a single check is made and that result is compared against a table to get the quality of the item, and the "series of rolls" bit just alludes to the fact multiple random rolls are included in that one check? (that information was added in this edit in 2016 (https://dwarffortresswiki.org/index.php?title=DF2014:Skill&oldid=224425) without any comments about the source :c)
<required_skill_ip_total>
</required_skill_ip_total>
Rolling it back to a much smaller number, it'd perhaps mean that a SKILL_IP of 2 through the modifier actively either maxes out or simply stops improving in terms of speed & quality, and to apply this logic also means that a certain attribute stops being beneficial after its cap, which is a more natural 11, which could very well fit into 0 - 5000 if taken in steps of 454 (http://dwarffortresswiki.org/index.php/DF2014:Attribute) (though anybody's guess how to access it, it may be hardcoded that looms 'Always' process kinesthetic as a priority skill roll, so this field means nothing on a custom workshop)[BABY:0]
[CHILD:1]
How do I make civ creatures instantly into adults? I've used this:BABY and CHILD are both optional tags that define both that the creature has that life stage, and when that life stage ends. If you want creatures to instantly be born adults, simply don't give them a baby or child stage by not including those tags.Code: [Select][BABY:0]
[CHILD:1]
in civ creatures raws to speed up adulthood in order to get more free labor, but I don't know if getting rid of BABY would make them adults as soon as they are born.
I dont believe there is any way to do that, no. I've been thinking about that becoming a growing problem in Spellcrafts with the ever-growing list of abilities, but the only way to cull the list is to make them temporary and require re-starting the syndrome with a permanent "Preparing" interaction. But, they take a few ticks before they show up in the list.
I have noticed they come in order of, i think, just the order they show up in the raws, so you can put them in a particular, memorable order.
How do I make a reaction that checks to see the wear of an item, say for example clothes. Are there non-modding workarounds for this as well?No such option unfortunately, otherwise I would have used it in my "unravel sock to thread" type reactions. DFhack might be able to access the wear-number of items.
Is it possible to make a reaction that repairs armor via the use of coal and bars? Could this also be done by the use cloth for clothes. This requires DFHack, as the raws can't check the wear of the item, but I think I can be directed to or find a script that can.See the repair and resize reactions of this mod:
[CE_PAIN:SEV:2000:PROB:100:LOCALIZED:ABRUPT:START:0:PEAK:10:END:300:DWF_STRETCH:144]
Nah, that will instantly cause anyone to pass out from pain. Maybe like a severity of 200?
Is there a standing issue with Dark Fortress generation for custom entities? One of the civs I'm putting together tries to spawn Dark Fortresses in deserts, but, in such a state, the game crashes instantly the moment it's done placing civs. Swapping them out for cities, causes it to work flawlessly. I can only assume its the fortresses.
Unrelatedly, is it possible to make custom sites entirely?
So, I'm trying to create a creature that is constantly on fire. For some inexplicable reason, I cannot get the [IMMOLATE] token to do anything. Even copying it directly from the vanilla fire snake doesn't work. So, I tried to jury-rig a burning effect by making it "Emit Fire" when in combat. While I got it to rapidly emit bursts of extremely hot gas, the gas doesn't catch anything on fire, and is just as likely to melt my creature as it is anything else, despite the creature having both [FIREIMMUNE] and [HEATDAM_POINT:NONE] applied to all of it's materials. Finally, I gave it [MAT_FIXED_TEMP:14000], again on all of it's materials. It still won't catch anything on fire, and seems only moderately likely to melt fat and the like. Any ideas?Throwing out some random uneducated suggestions/thoughts:Spoiler: Raw (click to show/hide)
Throwing out some random uneducated suggestions/thoughts:
- You've got the HOMEOTHERM set so that the creature is only 37'C. Since HOMEOTHERM overrides the temperatures of their materials, consider either removing that tag, or setting it to the level that's used for creatures made of fire: 14000.
- Remember to also modify the boiling point, melting point, and ignite point of your creature's materials if you don't want it melting itself (see the edits that are made in the DRAGON's definitions).
- The wiki mentions that IMMOLATE makes a creature ignite items they stand on, so maybe FLIER might interfere with the part? (though unlikely)
- There's actually a material template for fire materials if you're unaware - FLAME_TEMPLATE.
- If even after the changes the creature doesn't burn things, you could try making it constantly secrete a fire-causing substance with SECRETION (that is, assuming you want it to spread fire everywhere it goes). The material may need to be in a non-gas form that then boils into gas to get rid of it (I'm not sure if gasses can ignite the ground or not? Though I've never looked into it).
Not sure if allowed to link to other sites but its the wiki so hopefully its okay.I need FILES. I know all tokens ad even wrote to wiki by myself, I just need that files that were in their own thread here on modding forum.
You can find pages for full lists of entity, creature and profession/skill tokens: https://dwarffortresswiki.org/index.php/Category:DF2014:Tokens
Hope that in some way helps!
Not sure if allowed to link to other sites but its the wiki so hopefully its okay.That https://dffd.bay12games.com/file.php?id=14543 files I mean.
You can find pages for full lists of entity, creature and profession/skill tokens: https://dwarffortresswiki.org/index.php/Category:DF2014:Tokens
Hope that in some way helps!
Not entirely sure if this is true but in another(probably deleted) thread I heard of a DFHack command called make-citizen which is better than tweak makeown. Only problem is, I can’t seem to find it in my DFHack program. What is the command for running it and if it is a player made command, can someone send the code here? I can’t seem to find it anywhere on the Internet.I don't know if it's technically better, but it at least works :P Here's the thread (http://www.bay12forums.com/smf/index.php?topic=164709.0) it's mentioned in (I'm not sure how many of the scripts in the thread are actually up to date, but make-citizen definitely is).
Not entirely sure if this is true but in another(probably deleted) thread I heard of a DFHack command called make-citizen which is better than tweak makeown. Only problem is, I can’t seem to find it in my DFHack program. What is the command for running it and if it is a player made command, can someone send the code here? I can’t seem to find it anywhere on the Internet.I don't know if it's technically better, but it at least works :P Here's the thread (http://www.bay12forums.com/smf/index.php?topic=164709.0) it's mentioned in (I'm not sure how many of the scripts in the thread are actually up to date, but make-citizen definitely is).
So recently I decided to make a new creature, and a special attack I wanted it to use was to use it's arms to "sweep" the enemy(using the lash template cause why not). Only issue is, I can't seem to find any way to make the attack use the arm at all. Using LIMB and ARM does nothing at all, while using GRASP doesn't seem to make them do the attack(even when attack flag is MAIN). What are the arms catogorized as for attacks, and how do I make the attack use the arm(not the hand)?here's a tentacle strike(lash) example, you may have to tag Newcreature's ARM as a category LASHINGARM or such.
"Major bug fixes
Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons"
I havn't had the time to check this yet, but does this finally fix and once again have our own positions without the crashing issue once again? :D
"Major bug fixesThe demon in question seemed to be pretty chill and content to enjoy life by competing in wrestling matches and attending geography lectures. I don't know what's causing this, but he seemed to be a master of nothing and does nothing that demons usually do. More than that, the world is devoid of goblins. More research required?
Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons"
I havn't had the time to check this yet, but does this finally fix and once again have our own positions without the crashing issue once again? :D
...
This syndrome isn't doing anything besides the FLASH_TILE (tested in arena mode). It's supposed to make werewolves heal from non-silver-inflicted wounds.
Shields are made to size of the craftsman, so gear made by larger workers scales up by default since its armor and not a weapon. Falling in the same category to the things that happen to clothing when the same design is passed between. Without a 'd'etail it'll always be made to fit the wearer.
It still does absolutely nothing even if I make the severity 1000....
This syndrome isn't doing anything besides the FLASH_TILE (tested in arena mode). It's supposed to make werewolves heal from non-silver-inflicted wounds.
Healing effects undo a given quantity of damage per tick, as opposed to instantly restoring creatures to full health. My guess is that you need to either drastically raise that SEV to enable more damage reduction per unit time, and/or prolong the effect duration to give the effect more time over which to undo damage (though this will of course be offset by any new wounds received in combat if the rate is too low).
It still does absolutely nothing even if I make the severity 1000.
I tried that before you told me to. Absolutely nothing changed.It still does absolutely nothing even if I make the severity 1000.
Based on the example shrine interaction, I can also suggest entirely removing "BP:BY_CATEGORY:ALL:ALL" and adding "ABRUPT".
I don't know if this is the right place to ask, but I seem to have noticed an issue with the make-citizen command.Well damn, that could explain why I was occasionally getting crashes during one of my playthroughs (I thought it was likely due to the squad corruption / resurrection related crashes). That probably means I haven't worked out everything that's required to properly convert citizens (and probably won't be able to figure it out). Just so I have it in notes, could you tell me...
It seems that when I use it, the game suddenly keeps crashing when I want to retire or abandon. No idea why, while saving works normally, all saves I have that used this command seemed to be unable to quit their game. All other saves seemed to work fine. Retiring/killing the converted citizens seems to do nothing either.
How can I fix this?
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:ORANGE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:???:???] <---- unsure for this.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:A:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT] --- only accepts apples
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MIX_APPLE] --- instead of selecting oranges specifically, it now allows any plant growth that has a DRINK_MIX_APPLE reaction product defined
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:B:DRINK_MIX_APPLE] --- now creates whatever is defined in the fruit as its product when mixed with apples.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[MATERIAL_REACTION_PRODUCT:DRINK_MIX_APPLE:LOCAL_PLANT_MAT:DRINK_MIX_APPLE]
and this at the end of the orange tree definition so it has a drink to produce: [USE_MATERIAL_TEMPLATE:DRINK_MIX_APPLE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange-apple cider]
[STATE_NAME_ADJ:LIQUID:orange-apple cider]
[STATE_NAME_ADJ:GAS:boiling orange-apple cider]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:ORANGE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:(mixed-drink plant ID):DRINK_ORANGE_APPLE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[MATERIAL_REACTION_PRODUCT:DRINK_ORANGE_APPLE:LOCAL_PLANT_MAT:DRINK_ORANGE_APPLE]
[USE_MATERIAL_TEMPLATE:DRINK_ORANGE_APPLE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange-apple cider]
[STATE_NAME_ADJ:LIQUID:orange-apple cider]
[STATE_NAME_ADJ:GAS:boiling orange-apple cider]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[REAGENT:A:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT] <-
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
Nvm I found out how to do it.
do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?
Isn't EXTRAVISION the one for seeing without eyes? I think what you're looking for is SENSE_CREATURE_CLASS (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SENSE_CREATURE_CLASS).Nvm I found out how to do it.
do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?
No......[EXTRAVISION] does that
Isn't EXTRAVISION the one for seeing without eyes? I think what you're looking for is SENSE_CREATURE_CLASS (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SENSE_CREATURE_CLASS).Nvm I found out how to do it.
do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?
No......[EXTRAVISION] does that
Hello,Syndromes administered via interactions have an annoying quirk in that they are (supposedly) administered as if from a 1-size creature, which may be what's affecting your necrosis efffect. This means that the strength of the syndrome effects are much weaker than they should be, especially as the creatures get bigger in size - and this happens even when SIZE_DILUTES isn't even present on the syndrome :c. You could tune the severity of the syndrome until you get the desired effect on a particular size of creature (like human-sized creatures, for instance), and would have to live with it being less effective on bigger creatures, and more effective on smaller creatures. It could also be that necrosis might be one of those rate-affecting effects (like how the drowsiness effect causes the need to sleep accumulate by its severity every interval, rather than directly causing a % feeling of tiredness), though I've not encountered it enough to know if that's the case.
I'm quite new to creature and interaction modding and had a few question.
I was trying to do a beholder (from good ol' D&D), and had unexpected trubble with the death ray.
I wanted to use some medical syndrom like CE_NECROSIS or CE_IMPAIR_FUNCTION on heart or brain with high severity (100, 5000 and 10000) to kill the creature in a few ticks, but the former only causes 'minor rot' and the latter kills by suffocation with a long delay. Maybe [SYN_CONCENTRATION_ADDED:1000:100] is in fault ?
Hello, total noob to DF modding here. I was wondering if there was a way to update a mod for 47.4 to 47.5? If so, please tell me.47.04 mods should just be compatible with 47.05 without any editing. There might be some cases where they'll need to be changed if they were doing something related to what was bugfixed in 47.05 (like if they were relying on necromancers visiting, or working around one of the worldgen crashes).
(like if they were relying on necromancers visiting, or working around one of the worldgen crashes).Granted, that "fix" didn't actually take - necros and the like still visit.
Not as much as they used to. Haven't received an actual necromancer visitor yet. Two intelligent undead are telling a story about their boss, an ancient mummy, in the tavern right now though.(like if they were relying on necromancers visiting, or working around one of the worldgen crashes).Granted, that "fix" didn't actually take - necros and the like still visit.
Syndromes administered via interactions have an annoying quirk in that they are (supposedly) administered as if from a 1-size creature, which may be what's affecting your necrosis efffect. This means that the strength of the syndrome effects are much weaker than they should be, especially as the creatures get bigger in size - and this happens even when SIZE_DILUTES isn't even present on the syndrome :c.
You could tune the severity of the syndrome until you get the desired effect on a particular size of creature (like human-sized creatures, for instance), and would have to live with it being less effective on bigger creatures, and more effective on smaller creatures. It could also be that necrosis might be one of those rate-affecting effects (like how the drowsiness effect causes the need to sleep accumulate by its severity every interval, rather than directly causing a % feeling of tiredness), though I've not encountered it enough to know if that's the case.
As for the suffocating with a long delay, I think that's just how suffocating works - it normally takes quite a while.
Yes, what I meant is that creatures did not die from a disabled heart, and died from a disabled brain but only because of breathing issuesAh yes, organs in dwarf fortress work really weirdly. If I recall correctly the heart isn't a vital organ at all, so a creature with it disabled will live on just fine, and the brain's main use is to keep the lungs from continuing to work, hence the suffocation when disabled (I think a creature without breathing parts might be able to survive just fine with a function-disabled brain).
May summoning a larger creature which will attack to give the syndrom be a solution ? edit: what about a contaminant ?Syndromes and concentrations are a bit of a mess that I don't fully understand. Depending on how they're administered, the concentration can vary dramatically as far as I can tell. Injection syndromes I think take into account the size of the creature administering (possibly versus the size creature being injected with it), while contaminants possibly varying in strength based on the size of the contaminant(?) which is hard to really gauge or control.
...
I tried several severity values : it seems to have no effect at all above 134050 (I have no idea why this particular number), is this a known maximum or something ?
Seeing as you're looking for an effect that instantly kills a creature, why not upgrade that death ray into a disintegration ray? I noticed that the wiki has an example of a creature that instantly disappears into a puff of smoke (https://dwarffortresswiki.org/index.php/DF2014:Creature_examples#Instantly-evaporating_creature) - you could have your ray effect transform victims into that creature instead. That way, you don't have to worry about syndrome concentrations, since the CE_BODY_TRANSFORMATION effect doesn't take them into account. The only negative is that I don't know if it'd work on creatures that are currently transformed, though that's fewer caveats than going with a death method.
Syndromes and concentrations are a bit of a mess that I don't fully understand. Depending on how they're administered, the concentration can vary dramatically as far as I can tell. Injection syndromes I think take into account the size of the creature administering (possibly versus the size creature being injected with it), while contaminants possibly varying in strength based on the size of the contaminant(?) which is hard to really gauge or control.
About the only thing that might be a bit more difficult to pull off is a Federation civ (probably just regular humies with altered personality values and maybe skill gains, plus maybe a rare, female bounty hunter caste with various skill gains and attribute increases as a stand-in for Samus) but thats moreso due to weaponry - I'm sure something could be made using Musket Mod's scripts though.
Still even without them it'd make for a nice creature pack that could be slotted onto anything else.
47.04 mods should just be compatible with 47.05 without any editing. There might be some cases where they'll need to be changed if they were doing something related to what was bugfixed in 47.05 (like if they were relying on necromancers visiting, or working around one of the worldgen crashes).
what is musket's mod's scripts? a modpack for weapons? that is to copy the missiles?Probably this fall 2018 musket-mod https://dffd.bay12games.com/file.php?id=13964
Is it possible to change what reactions have access to this details panel?Nope, can't force the materials-details crafting submenu.
If yes, can this be done for jobs that take multiple different inputs, such as 'proccess plants (to bag)' (it needs both a specific plant, and and specific type of bag)?
Is it possible to change what reactions have access to this details panel?Nope, can't force the materials-details crafting submenu.
If yes, can this be done for jobs that take multiple different inputs, such as 'proccess plants (to bag)' (it needs both a specific plant, and and specific type of bag)?
I am trying to make dragons possible to fight without a shield by making their breath attack need to be "charged", but they aren't breathing fire (or frost, because uuuhh I added frost dragons) at all. This was mostly copied from the charging explosion interaction on the wiki so I have no idea why it wouldn't work.It's a bit complicated to unpack but I think this is the problem: The 2nd interaction becomes available to the user of the 1st interaction via a syndrome with the class INHALING. However, the 2nd interaction is specifically designed so that its effects (i.e. the syndrome that grants the second interaction) will only occur on creatures that don't have a syndrome with the class INHALING. This means that there will never be a time that the creature can both use the effect of the 1st interaction while also being targetable for the 2nd.Spoiler: the CAN_DO_INTERACTIONs (click to show/hide)Spoiler: the actual interactions (click to show/hide)
Just using 1 had the same result so I tried this.I am trying to make dragons possible to fight without a shield by making their breath attack need to be "charged", but they aren't breathing fire (or frost, because uuuhh I added frost dragons) at all. This was mostly copied from the charging explosion interaction on the wiki so I have no idea why it wouldn't work.It's a bit complicated to unpack but I think this is the problem: The 2nd interaction becomes available to the user of the 1st interaction via a syndrome with the class INHALING. However, the 2nd interaction is specifically designed so that its effects (i.e. the syndrome that grants the second interaction) will only occur on creatures that don't have a syndrome with the class INHALING. This means that there will never be a time that the creature can both use the effect of the 1st interaction while also being targetable for the 2nd.Spoiler: the CAN_DO_INTERACTIONs (click to show/hide)Spoiler: the actual interactions (click to show/hide)
You can see in game that the creatures will use the Inhale (Fire) creature interaction in the combat log, it just won't go any further than that. The time scaling is also fairly off if you ever want it to also be applicable to adventure mode - if I'm calculating it correctly, the fastest the breath will come out is in 1,080 adventure mode ticks. I'm also a bit confused as to why chaining 2 interactions is required instead of just using 1.
Excuse me, but I don't get it... what is the interest of all this over simply increasing the wait_period ?It gives a warning before dragons use their essentially-instakill breath attack.
Excuse me, but I don't get it... what is the interest of all this over simply increasing the wait_period ?It telegraphs to the player when they're ready to use the breath attack, so adv mode players can get away from the dragon before it uses the ability (or even kill it before that happens) and fort mode military has some amount of time to actually kill/stun the thing before they get incinerated/knocked around like ragdolls (in case of the frost).
Just using 1 had the same result so I tried this.Try removing the syndrome classes and adding :ABRUPT after the end duration. I use a similar thing for FF Warmechs and Omega Weapons and it seems to be working fine.
That sounds like a very good system, tbh. May i use it, for things in spellcrafts?yeah ok
It gives a warning before dragons use their essentially-instakill breath attack.
4. Necromancers appear to apply their interactions, but currently custom secrets never build towers because it's become a hard-coded behavior associated with generated necromancer secrets.Wait, do they? On my most recent world I have towers of non-procgenned casters show up as normal (i.e pyromancers (https://puu.sh/HAtJA/f7f7cda90c.png) like here - the burning souls is what the corpses reanimated by them turn into, though they aren't always listed separately in population info).
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]
Is there a way to add super regenerative powers to creatures?
I believe there may be a way with syndromes, though im not sure if the effects will make their magic if they aren't used offensively. Also is there anything I must put before the [SYNDROME] token to allow the syndrome to function properly?
Is there a way to make a certain deity exist in all worlds?No, closest you can get is giving an entity that has a pantheon a religion sphere token which should ensure they always generate a deity possessing that sphere. Theres no way to create or control deities directly.
As if, the deity is by default in the base raws as well as all subsequent worlds generated from it
My brain doesn't seem to understand impact/tensile/compressive strain at yield no matter how much I try to read about it. Specifically are higher or lower values "better" (and on which of the three) when it comes to weapons and/or armor? Can someone explain this to a complete dummy? :-[
Does anyone know what the WORD token used when defining colors does? Please don't refer to the wiki, because I was the one who wrote that article and thus also that clearly faulty explanation :-\.
There's a similar descriptor shape token, but the wiki article for those (https://dwarffortresswiki.org/index.php/DF2014:Descriptor_shape_token) simply says "Effect unknown".
I'm trying to give a creature the ability to heal its tissue through the use of an interaction. My problem is the interaction seems to have no effect, and when I possess the creature it lists the natural ability as "unknown interaction"
I'm trying to give a creature the ability to heal its tissue through the use of an interaction. My problem is the interaction seems to have no effect, and when I possess the creature it lists the natural ability as "unknown interaction"
You have different names for the interaction in the creature and interaction files. One has [HEALSELF] and the other has [SELFHEAL] when they should both be the same.
try putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
see if maybe that does the trick?
Are there any good guides for modding in a new civilization? I've been reading on the DF wiki to learn more about the entity.
I'm just starting to look into modding, so any guidance would be appreciated. I'd like to try something like making a civilization that starts in the swamp/wetland biomes and has snapping turtle men or some other amphibious humanoids.Creature and language at the start of the entity block:
It is possible to edit the Generated Demons (the ones who live in dark fortresses) to make them go to the vaults and attack angels?The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
Also, I have no idea how one would command any creature or civilization to go attack angels.
"Titans can't be defined however, there's still too little we know about the successful application of these tags toady's given us since 47.xx ."
Could have sworn that was one of the tokens enabled for modder use amongst other ones that were previously exclusive to procgenned creatures.
I'm personally mostly wondering how custom experiments work, aside from using the [NIGHT_CREATURE] token for them - whether they require specific spheres to be made and/or the [SUPERNATURAL] token.
I am looking to make Yeti's Trainable so that I can cage them and maybe trade them ( kind of like a labor camp trade ect ).Greetings.
I have made edits to the RAW .. in the yeti creature i have added Biomes for desert, glacier, forest ect... I increased population and also littersize.. removed [Savage] but for some reason the yetis still are not appearing in any map that i enter.
I have some reactions that keep using up entire stacks of meat instead of just one item. Anyway to fix this or am I screwed?
I have some reactions that keep using up entire stacks of meat instead of just one item. Anyway to fix this or am I screwed?Generally, reactions involving stacks will use up the entire stack (like for example the brewing reactions) unless you use MAX_MULTIPLIER (https://dwarffortresswiki.org/index.php/DF2014:Reaction#max_multiplier) to limit them.
Is there a way to make a piece of armor apply to a new limb? Specifically, arms that do not end in hands.Kick while wearing a metal boot? Yes.
More specifically is there a way to make armor apply to a new limb and still allow it to serve as a weapon? IE; a praying mantis claw in a copper 'sheath' of sorts.
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.I was under the impression you could modify them, though I never tried myself.
Not to take anything away from Andux's work but in a pinch you can also just set [COMPRESSED_SAVES:NO] in init.txt and open world.dat in a notepad++. You can mod it too if you like (in a hex editor of course..). Lines in the raws are separated by a 16-bit word that reflects the length of the succeeding line.
You can definitely edit any of the GENERATED raws quite straightforwardly with DFhack, and have those changes saved. I've done so before.The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.I was under the impression you could modify them, though I never tried myself.
If I make a new weapon and don't give any civ access to it, will it still be possible to have a moody dwarf make an artifact of that item type? Or does some civ have to have access, so that it'll be possible to have an artifact of that type?
Exotic items have a 1% chance (http://dwarffortresswiki.org/index.php/DF2014:Preferences) of appearing in the moody dwarfs preferences, so that process would be very arduous and long, you could simply make the weapon un-popular though by applying the maximum rarity. I dont know if that makes it exotic either or it still gets 1/3 odds like most other things.
I'm just trying to figure if that'd be a possible way to have unique "magic" weapons (basically just copies of standard weapons with boosted values). The smaller the chance to get one, the better (except for testing purposes).Here is one way to get rare magic weapons:
Thanks, was thinking of possibly using reactions for the weapons.
Still, doesn't really solve the question about whether moody dwarves can make artifacts of a weapon type that no civ has access to (that is, not listed as [WEAPON:ITEM_WEAPON_WHATEVER] under any entity). Not a big deal if it's not possible, just was curious if someone knew whether it'd work or not.
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?
Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.
I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?
EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?
Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.
I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?
EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.
Interesting concept, but on a surface level it does seem somewhat flawed. Since normally pack animals are lead along to the trade depot by the race who owns them, the route is decided by the owner based on where they can traverse (different rules when purely mounted, leading implies a trek on foot). But since you can't pre-optimize the owner race to have your sydrome even if it protects them in real-game time, its easier if they're just fish/frogmen with [AMPHIBIOUS]
I dont particularly have anything to comment on the design of it. It ought to work for sieges and personal adventurer usage if you wanted to go across the high seas or big lakes and the like, and you could get real fancy if you created some sea-sphere related boat-construction-manual secret for the race it's intended for.
So I'm having some bugs in my game that seem like they're caused by raw duplication, but nothing is reported on the errorlog. Does anyone have any idea on how I could find these bugs?DF Duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) does the trick.
Does anyone know what, if anything, RESPONSIBILITY:ESPIONAGE does?
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?
Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?
Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).
There is very little direct interaction between reactions and syndromes. You can, however, create a syndrome that teaches an interaction that lets you create an item.
Making syndromes that require a SYN_CLASS is tricky. However, if your mod only includes one such secret, and you're okay with generated angels and demons knowing the ancient language, you can use the SUPERNATURAL tag.
[BODY_SIZE:0:0:2000]
[BODY_SIZE:0:0:15000]
[BODY_SIZE:0:0:30000]
Is this a typo in the Pond Grabber raws or does it mean they come in these three sizes?Code: [Select][BODY_SIZE:0:0:2000]
[BODY_SIZE:0:0:15000]
[BODY_SIZE:0:0:30000]
Either could be true, i assume maybe its some sort of redundant instant-growth trick? email toady about it if ye-dare, or drop it in the FotF, though sayin that, the last token on file is usually the most prominent one for overlaps.Cheers. Decided to put it on the bug tracker. It's no big deal either way.
[REAGENT:remains:1:REMAINS:NONE:CREATURE_MAT:KERMES_INSECT:KERMES_INSECT]
[REAGENT:remains:1:REMAINS:NONE:KERMES_INSECT:KERMES_INSECT]
So REMAINS:NONE for the item type, and CREATURE_ID:CASTE_ID for the material.
If it is impossible to use specific vermin remains in reactions you could add an extract to the vermin in question and use that a reagent instead.
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.
Does anyone know what causes a unit to decide to clean contaminants off their body? According to the wiki citizens will only do it if they've got access to water, but I was wondering if there was a raw-level way to prevent them trying to clean specific contaminants (like using certain creature/material tokens).
It makes it a bit awkward for having citizens that constantly secrete substances, because they get somewhat obsessed with trying fruitlessly to get it all off :p
Thank you. Well I was more concerned my rare castes wouldn't show up ever so at least it breaks in favour of them all being possible. I suppose I could use the multiple copies of the same caste method though, I'm using a script to generate a creature with ~70 castes anyway.When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.
Could you elaborate on this a bit more?. Im aware popratio works just fine in intelligent populations.To that end id probably say make a Creature Variation template to quickly automate [/98 WILD_RATIO] in a generic [CASTE:MALE1], 2 3 etc so on and forth to keep the creature file itself simple.
- From what i think you're saying and my own experience, if there's a very small desired percentage of a wild-creature appearing they'll be split, so essentially for /100, you need a 100 castes. But in a intelligent creature it would be magnified further by pop-ratio as well as be a horrendous mess for certain lists like embark if its one your race has tamed in W.G
Is there any way yet, to make a wider variety of foods ? E.g. if you had a flour food product, and a fruit, is there a way to make fruit pies ?
[ITEM_FOOD:<Identifier>]
[NAME:<name>]
[LEVEL:<numerical amount of ingredients>]
Is there any way yet, to make a wider variety of foods ? E.g. if you had a flour food product, and a fruit, is there a way to make fruit pies ? Or are prepared meals still unmoddable ?
Also, I'd like a difference between beers and liquors, for alcohol. Like... you can make barley beers, and also barley whiskys, and I kind of think there should be a difference in the tasks required from a brewer.
E.g. instead of just "brew drink from plant", the brewer should make a wort from the plant, stored in a barrel, which can then be made directly into a beer, or wine, or other low strength alcoholic drink. Or, using fuel, distil the wort into a strong alcohol.
Its not easy to grasp much of what they do unless you follow a individual who's held the position and therefore is historically relevant enough, to warrant a mention. AS_NEEDED does as much by the demand of the role, so captains in the civ's armies (which are relied upon to provide solider fodder, restricting and allowing creature-classes in this directly affects what composition of armies attack) swarm to the army controller and commanded by a general, so when they need another army controller (unlikely, the swarm size is not capped to 100's of 1000s of nonhistoric captains with teams of 10 men) one will be pulled out of the void to lead.
- Which is for a lack of [postion:captain] they'll pull upon historic site population militia instead which are competent enough to lead themselves, though lieutenants are mostly even more unrealized than anything else.
Apparently Generals arrive with the monarch, so a setting a static number like 10 and forcing a monarch's arrival by command or building up the requirements would be interesting to see if this is still intact (i suspect its not, two weaponmasters oft accompany the king but i havent seen a general in a long while). The Marshal royal advisor also applies another civ-member lent to leading the army, as a pocket general.
When a site needs to fight a battle, it first decides how many fighters there will be, and then generates the minimum positions necessary to control all of the soldiers needed. Since a site militia can have as many captains as it wants (each with 10 soldiers), there is no reason to create civ-level military controllers.
What about if the monarch wants to attack a site? Will it generate a civ-level MILITARY_STRATEGY position, or will it use a site militia? Can giving the monarch a COMMANDER token encourage it to create generals? (Though I expect it still probably wouldn't need more than one unless the number of soldiers a general could command was capped.)
Are there any sources or information for how personality/civ values or opposing religious spheres impact likelihood for two civs being allies or enemies? I have seen, on occasion, a religion mentioned as a reason for war (I made a civ that worships fire and they mentioned their enemy's worship of water) and sometimes someone will mention a value (I've seen "There is also the issue of their lawlessness" for a civ that has a high LAW value attacking a civ with a low LAW value), but these seem rare in comparison to civs that go to war over differences in ethics.
Are there any sources or information for how personality/civ values or opposing religious spheres impact likelihood for two civs being allies or enemies? I have seen, on occasion, a religion mentioned as a reason for war (I made a civ that worships fire and they mentioned their enemy's worship of water) and sometimes someone will mention a value (I've seen "There is also the issue of their lawlessness" for a civ that has a high LAW value attacking a civ with a low LAW value), but these seem rare in comparison to civs that go to war over differences in ethics.
Well toady informed much of the community on the relationship of spheres friend & enemies (http://dwarffortresswiki.org/index.php/DF2014:Sphere), and there's already a chart for ethics [also based on what toady's revealed (http://www.bay12forums.com/smf/index.php?topic=22151.msg239689)]
Ethics are just more prevalent to sensibilities it would seem, the very difference in ethics is what seperate elves from obtaining PTSD from chopping wood (aside a large respect for nature) as the Toady reveals, a big bridge of different viewpoints without everything else lobbed in too.
So it is actually possible to make a secret that allows a creature to use specific animation or resurrection abilities during worldgen, without creating random generated experiment creatures. Just give it EXPERIMENT_ONLY interaction that either animates or resurrects corpses, and to prevent generic necromancers from creating the custom creature, leave out the I_SOURCE:EXPERIMENT from the interaction. However, this cannot be used to target live creatures with specific effects, since this will only occur during experiments.
Why doesn't this interaction work? Chaospotato was trying to get the same thing to work a few pages back, but the suggestions given to him don't work for me, nor did he ever update if he got the interaction to work. I can get the syndrome to work in arena mode, but when I use the "Glimpse of the Void" granted ability, nothing actually happens.Spoiler (click to show/hide)
The [CAN_DO_INTERACTION] and [USE_MATERIAL_TEMPLATE] sections are obviously located in the creature file, and the interaction token is in the interaction file.
It turns out that this [CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:LIQUID_GLOB] can't be done from inside an interaction file, or at least that's what I'm assuming. Changing it to an inorganic material and adding it to my material files fixed the issue.
You can use a creature material, it just can't be "local". [CDI:MATERIAL:CREATURE_MAT:{your creature's id}:ACID:LIQUID_GLOB] should work.
This is generally a better option than defining liquid or gaseous INORGANICS, since titans and forgotten beasts can be generated made of any INORGANIC material, and they will melt when venturing onto the map.
I usually create a "virtual" creature with the [DOES_NOT_EXIST] tag to store all materials that are meant to be used exclusively in interactions.
Can also put [SPECIAL] on inorganics.It turns out that this [CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:LIQUID_GLOB] can't be done from inside an interaction file, or at least that's what I'm assuming. Changing it to an inorganic material and adding it to my material files fixed the issue.
You can use a creature material, it just can't be "local". [CDI:MATERIAL:CREATURE_MAT:{your creature's id}:ACID:LIQUID_GLOB] should work.
This is generally a better option than defining liquid or gaseous INORGANICS, since titans and forgotten beasts can be generated made of any INORGANIC material, and they will melt when venturing onto the map.
I usually create a "virtual" creature with the [DOES_NOT_EXIST] tag to store all materials that are meant to be used exclusively in interactions.
Are the adjectives given in creature names used for anything in game?
When the world is genning and it shows a site it'll also use the adjective form i.e "the dwarven hillocks of X" - and for adventure mode when you check your attributes with z it might say "superdwarven strength" - aside from these I don't think the adjective form shows up much.Are the adjectives given in creature names used for anything in game?
They are used for a few things, but not very much. Megabeast attacks in worldgen, for instance (an attack from multiple dragons is called a "draconic rampage"). I...can't think of any other examples.
When the world is genning and it shows a site it'll also use the adjective form i.e "the dwarven hillocks of X" - and for adventure mode when you check your attributes with z it might say "superdwarven strength" - aside from these I don't think the adjective form shows up much.Are the adjectives given in creature names used for anything in game?
They are used for a few things, but not very much. Megabeast attacks in worldgen, for instance (an attack from multiple dragons is called a "draconic rampage"). I...can't think of any other examples.
Does adding new reactions / reaction categories require you to create a new world? I can modify a reaction and load up a save to use the new reaction with my adventurer without issue; but no matter how I try to add a new one to the list (new ID and all) it doesn't appear when loading up a save.New reactions will indeed require creating a new world.
I currently have the adhoc solution of just restarting the game and editing an already present directly whenever I want to do a reaction that isn't available.
If I add necromancer powers (copy the vanilla ones minus any generated ones) to a new creature, will they get used during world gen? Or do they have to be part of a learned secret/curse for this to happen?Simple to test: give all dwarves and elves the powers, and set secrets number in worldgen to zero, then run for 300 years. If necro stuff happened in the legends, the manually added necropowers did it.
What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.If I'm remembering what I learned from the florans, it's something like they need some economic use of some form, otherwise they're ignored.
Ahh, thought so. Thanks!What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.If I'm remembering what I learned from the florans, it's something like they need some economic use of some form, otherwise they're ignored.
I know for certain if it has either EDIBLE_RAW or EDIBLE_COOKED then it will be gathered (if one is on the plant's structural mat, it will be gathered; if it's on a growth material then that growth will be gathered), but I haven't looked into other things, such as use tokens (DRINK, MILL, THREAD, EXTRACT_*), or including reaction classes on the materials (from what I've heard, that's how some stones get flagged as economic stone).
Ahh, thought so. Thanks!What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.If I'm remembering what I learned from the florans, it's something like they need some economic use of some form, otherwise they're ignored.
I know for certain if it has either EDIBLE_RAW or EDIBLE_COOKED then it will be gathered (if one is on the plant's structural mat, it will be gathered; if it's on a growth material then that growth will be gathered), but I haven't looked into other things, such as use tokens (DRINK, MILL, THREAD, EXTRACT_*), or including reaction classes on the materials (from what I've heard, that's how some stones get flagged as economic stone).
Okay, here we go!
I am about to mod the game myself for the first time.Pls hold my hand am scaredI am adding religious belief to goblins and kobolds. I don't see any tags associated with religion in their raws. Should I just copy and paste the dwarves onto them, modify the spheres and call it a day. Will that work?
This might not be the right thread for this question, technically speaking. But it's somewhat tangentially relevant.
I was browsing the RAWs and came across a comment I don't think I fully understand.
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."
What was Toad going for when he wrote this comment?
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."So normally the base game reactions for making edged weapons require the material they're being made out of to be able to hold a certain amount of edge. I imagine the original intention of adding in MAX_EDGE was to prevent the game from automatically using materials that would be terrible for an edged weapon, because there wasn't any way for the player to specify the material they want to use to make it. Nowadays you can almost always manually specify the materials you want to use in a reaction, though there are still some areas where you can't, so maybe sometime soon we'll be free to make crappy golden swords to our heart's content without having to wait for a strange mood.
What was Toad going for when he wrote this comment?
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."So maybe sometime soon we'll be free to make crappy golden swords to our heart's content without having to wait for a strange mood.
What was Toad going for when he wrote this comment?
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."So maybe sometime soon we'll be free to make crappy golden swords to our heart's content without having to wait for a strange mood.
What was Toad going for when he wrote this comment?
This theoretically is just a forge related problem that is too important to AI resource generation to remove (since the same rules that attribute it working apply in w.g item accessibility), pseudo craft-workshops don't experience this at all and can make metal out of any reaction class of selected materials.
The answer is probably no, but...:*looks at it*
Is it possible to mod wood/logs a chopped tree drops so that they can't be burned into charcoal/ash at a wood furnace OR to change the item type the tree drops from WOOD to something else?
[USE_MATERIAL_TEMPLATE:WOODMyMat:METAL_TEMPLATE] --lets try metal instead of wood
[STATE_NAME:ALL_SOLID:metalholly]
[STATE_ADJ:ALL_SOLID:metalholly]
[PREFIX:NONE]
[SOLID_DENSITY:650]
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]
....
....
[TREE:LOCAL_PLANT_MAT:WOODMyMat]
The answer is probably no, but...:*looks at it*
Is it possible to mod wood/logs a chopped tree drops so that they can't be burned into charcoal/ash at a wood furnace OR to change the item type the tree drops from WOOD to something else?
the [WOOD] tag in the woodmaterial probably causes the furnacing.
[REACTION:STEEL_SAND]
NO_REVISED!NAME:make steel bars from sand]
YES_REVISED[NAME:smelt steel from sand]{:make steel from sand}
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
YES_REVISED[DESCRIPTION:Smelt 2 steel bars from 1 iron bar, 1 pig iron bar, 1 clean sand, and 1 coal bar.]{+}
Additions made to an existing save will not take effect, you can only change existing objects. You need to do the work in the main raws and generate a new world.
So, the only workaround for this that I can currently think of is to not use the hardcoded wood furnace, and instead make a custom furnace which has similar (custom) reactions, but requiring a reaction class (e.g., IS_WOOD) from the logs. The reaction class wouldn't be given to the stuff I don't want to be burned. Can't think of anything simpler. :/
Deon and me's OldGenesis has 5 or 6 wood classes: cheap, broomhandle, elite(mahogany, teak,oak). And some can be distilled into tar and turpentine, and Ironwood is just iron-tough.
Separate reactions for charcoaling the cheap/medium/finest, so we don't accidentally burn the good crafting wood.
Is it possible to make 'cursed items', as in items that apply a syndrome when worn or used?
Unfortunately no, as to make those items it would have to be solid at room temperature and thus can't transmit syndromes.
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.
Is there a way to mod armor size, or do smiths automatically size everything?
(I am going to add in grasping, intelligent, can open doors, and so on.)
Edit, I also need to learn how to set up grasping parts on a body.
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.
Is there a way to mod armor size, or do smiths automatically size everything?
(I am going to add in grasping, intelligent, can open doors, and so on.)
Edit, I also need to learn how to set up grasping parts on a body.
Armor auto-sizes to the smith by default (same with clothes), but there is a loose directory of size to fits in the 'details' (its not the best list and its hardcoded)
[GRASP] handles it in body tokens which could be done a couple of ways if you dont just add the arm-parts to the body-structure but then it might be gradually moving them towards beak-dog-men (there's a Creature Variation file setting that does the other animalpeople you could use to speed-do this) or a gorlak like body-structure with out of proportion arms and legs which is a bit more complicated.
Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?
But yes, I could put grasp on a beak or maybe the paws being more dexterous.
*** Error(s) finalizing the reaction MAKE_FIRESTONE
Unrecognized Coal Token: FIRESTONE
Heyo, how would I go about making a new type of fuel? I'm having it so the venom of a creature of mine can be made into a type of fuel, and I'm not sure how to make it distinct from charcoal and coke.
Heyo, how would I go about making a new type of fuel? I'm having it so the venom of a creature of mine can be made into a type of fuel, and I'm not sure how to make it distinct from charcoal and coke.
Coal is a hardcoded material. The Wiki (https://dwarffortresswiki.org/index.php/DF2014:Material_token#COAL) lists CHARCOAL, COKE, or NO_MATGLOSS as valid arguments. It's not possible to add your own fuel type to that list, afaik (or unless there's some DFHack way, but that's beyond me).
Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?
Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?
No, currently it's not possible.
(I believe you can add syndromes to weapons with DFHack, but I don't know how that works.)
With DFhack you can dynamically add / remove access to interactions based on what items they're using (so you could give them access to particular spells while they're wielding a certain type of wand). I could've sworn there was something out of the box for this, but the closest thing I can find at the moment is modtools/item-trigger (https://docs.dfhack.org/en/stable/docs/_auto/modtools.html#modtools-item-trigger). It's a shame that I got bored / too indecisive when I was making a Guild Wars adaptation (I couldn't decide what way I wanted to implement magic), because I was going to make a whole resource for handling spell-granting items and special magical effects that would be very useful right now... >_>Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?
No, currently it's not possible.
(I believe you can add syndromes to weapons with DFHack, but I don't know how that works.)
You mean adding contact poison syndromes to weapons which can grant abilities to creatures?
I forgot to say thank you. I will get to work on this when I can. and hopefully I will have something to share in modding.
Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?
But yes, I could put grasp on a beak or maybe the paws being more dexterous.
[EQUIPS] is the creature token, while [GRASP] is on the body-tokens. Its been a while since i've had to look for the explanation behind those particular ones to refresh my memory. [EQUIPS] puts them into clothes, earrings, crowns etc and weapons, and will 'enable' them to [GRASP] once you sort out that beak-mouth/paws to hold weapons too.
Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?bolts being ITEM_AMMO makes them ammo, I believe. Can't melee with an arrow.
Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?bolts being ITEM_AMMO makes them ammo, I believe. Can't melee with an arrow.
https://dwarffortresswiki.org/index.php/DF2014:Ammo_token
[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:80]
[ATTACK:EDGE:19:1890:stab:stabs:NO_SUB:1000] "tore muscle, bruised stomach" of a duck.
[ATTACK_PREPARE_AND_RECOVER:3:3]
But you can add a "bayonet" to your crossbows:Spoiler (click to show/hide)
Okay, thank you.
How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?
The properties like contact area, etc. are definitely taken into account. As for which attack is chosen out of multiple ones, I'd think it works a similar way as throwing non-ammo weapons, so on impact the game picks which attack it does (i.e if you throw a sword it might internally do a slash, stab, flat slap or pommel bash)How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?
I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?
I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.
[BUILDING_WORKSHOP:BLAST_FURNACE]
[NAME:Blast Furnace]
!NODIMENSION!NAME:Blast Furnace 5x5]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_B]
[DIM:5:5]
[WORK_LOCATION:4:3]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:1:1:1:0]
[BLOCK:4:0:1:0:0:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:32:92:45:45:47]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:61:61:32]
[TILE:0:4:32:32:32:32:32]
[TILE:0:5:32:47:32:32:92]
[COLOR:0:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:2:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:3:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:4:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:5:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:1:1:32:92:45:45:47]
[TILE:1:2:32:35:32:32:35]
[TILE:1:3:32:32:35:35:32]
[TILE:1:4:225:35:32:32:35]
[TILE:1:5:225:47:32:32:92]
[COLOR:1:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:1:2:0:0:1:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:3:0:0:1:0:0:1:7:0:1:7:0:1:0:0:1]
[COLOR:1:4:6:0:0:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:2:1:92:32:45:45:32]
[TILE:2:2:32:177:177:177:177]
[TILE:2:3:32:177:177:177:177]
[TILE:2:4:225:177:177:177:177]
[TILE:2:5:225:32:32:32:32]
[COLOR:2:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:2:2:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:4:6:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:3:1:43:43:19:178:178]
[TILE:3:2:43:43:19:178:178]
[TILE:3:3:43:93:79:93:43]
[TILE:3:4:43:221:178:178:178]
[TILE:3:5:43:43:19:178:178]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[COLOR:3:2:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:3:7:0:0:4:0:0:4:0:1:7:4:1:7:0:1]
[COLOR:3:4:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:5:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[BUILD_ITEM:2:BLOCKS:NONE:NONE:NONE][BUILDMAT][FIRE_BUILD_SAFE][WORTHLESS_STONE_ONLY]
[BUILD_ITEM:5:BAR:NONE:NONE:NONE]
[BUILD_ITEM:2:SKIN_TANNED:NONE:NONE:NONE]
[TILESET:_Vettlingr_Workshops.png:_Vettlingr_Workshops.png:VettWorkshop1]
[TILESET:_Animation.png:_Animation.png:VettWorkshop2]
[OVERRIDE:219:B:WORKSHOP_CUSTOM:Workshop:OBJECT_FOUNTAIN:VettWorkshop1:134]#works
[OVERRIDE:73:B:WORKSHOP_CUSTOM:Workshop:WATER_SMALL_OFF:VettWorkshop1:236]#works
[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:S:6:37:38:39:38:37:38::8]#none of these work
[OVERRIDE:93:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:121:8]
[OVERRIDE:19:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop2:123:8]
[OVERRIDE:221:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop1:131:8]
[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:LIGHTS_FIREPLACE_OFF:VettWorkshop2:A:6:37:38:39:38:37:38::8]
# Add an override
# [OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile]
# Tile is the original tile number
# Kind is I for item or B for building
# Id see buildings_other_id.h or items_other_id.h
# Type see building_type.h or item_type.h, may be empty
# Subtype is some numberical value, don't know what values correspond to what
# Tileset is an index of tileset to use
# 0 is the main tileset
# 1 is a text tileset loaded by this plugin
# 2 and so on are tilesets specified above
# NewTile is the new tile number
[OVERRIDE:7:B:FURNACE_SMELTER_MAGMA:Furnace::VettWorkshop2:S:6:0:1:2:3:2:1::8]
[OVERRIDE:8:B:WORKSHOP_MAGMA_FORGE:Workshop::VettWorkshop2:A:3:37:38:39]
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.If beak dogs have a wide range of sizes or you have any sort of caste then the smith can use orders to specify that you are making it a particular size. I am not sure if you want all civs to only be beak dogs. Or if you want to add beak dogs to all civs. The second will require working with creature castes. The first won't.
Is there a way to mod armor size, or do smiths automatically size everything?
(I am going to add in grasping, intelligent, can open doors, and so on.)
Edit, I also need to learn how to set up grasping parts on a body.
So, I was wondering if anyone knew of a good way to make a variant version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make.I would move the creature and its new variants to a separate file, unless want Swan, Swan1, Swan2, Swan3 in sequence in the original file. Put comments after name so you'll know what variant does what.
Thanks for the info.So, I was wondering if anyone knew of a good way to make a variant version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make.I would move the creature and its new variants to a separate file, unless want Swan, Swan1, Swan2, Swan3 in sequence in the original file. Put comments after name so you'll know what variant does what.
See creature_goblin.txt in OldGenesis; I added literate Goblines and cavemanny Groblins, because the world didn't have enough goblins.
Graphics tiles refer to creature name: [CREATURE_GRAPHICS:CAT].
Visibleletter-assignment inside the creature:
[CREATURE_TILE:'g'][COLOR:7:0:1] [GLOWTILE:'"'][GLOWCOLOR:4:0:1]
Good things to adjust in creature variant:
size, speed,
skin/chitin thickness [SELECT_TISSUE:CHITIN] [INSULATION:1000] [RELATIVE_THICKNESS:4] --boost toughness.
Attack speed [ATTACK_PREPARE_AND_RECOVER:2:1]
undead/golem stuff: [PARALYZEIMMUNE][NOEXERT][NOPAIN][NOSTUN][NONAUSEA][NOFEAR]
and tissue healing rate.
So, the main thing I need to worry about is making a new entry in the graphics file indicating the same graphic should be used for both of them. By having two entries with the same info but a different name there?
That's because if it's mined out the floor left behind is the bedrock material. Sometimes dwarves can collect from a wall, try leaving a few tiles of it unmined and include them in the collection zoneSadly that doesn't seem to work either; clay can't be collected from walls like sand can, only floors. If I do finagle things using DFHack to get the floors to be made of the clay, it still shows "0 clay" in collection zones.
How does wool and yarn work? I can make creatures able to be sheared but I can't seem to make it where their hair can be spun and made into yarn actually, it just doesn't recognize them for some reason.
[SELECT_MATERIAL:HAIR]
[YARN]
[SELECT_CASTE:ALL] (example from sheep)
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
Have you added YARN to the creatures' hair material?I have, but it still isn't working for some reason, the creature's relevant code is
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]
[SELECT_TISSUE:HAIR]
[TISSUE_NAME:wool:NP]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:BLACK:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:250:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
yet whenever I select the the spin thread job (after shearing so i know they have it's wool) they simply ignore it and it throws a "needs unrotten hair/wool body part" at me it only has the hair on it's back if that's somehow relevant
Do you have the "shearable tissue length" token as well, with its value set below the max length of the tissue? I don't see that in your code there.
Is there any method of editing the growing seasons for one plant, pig tails for example, without conflicting with other mods that edit a different plant in the same file?
as in, right now I make pig tails grow year round by editing plant_standard.txt, but presumably anyone who edits plump helmets would have there own version of that same file, and only one of our mods could be used at a time, is there a solution to this?
(I have some personal QoL edits I thought I might make available once steam release hits, but I want them to be maximally compatible)
Is there any method of editing the growing seasons for one plant, pig tails for example, without conflicting with other mods that edit a different plant in the same file?
as in, right now I make pig tails grow year round by editing plant_standard.txt, but presumably anyone who edits plump helmets would have there own version of that same file, and only one of our mods could be used at a time, is there a solution to this?
(I have some personal QoL edits I thought I might make available once steam release hits, but I want them to be maximally compatible)
To my knowledge, as the raws currently work, the only way I can think of would be to manually enter the file and find the individual plants to replace them. IIRC, Toady's mentioned making some changes to make managing mods a little easier, but I don't remember if that includes picking and choosing individual sections inside of files. Such a situation seems very likely to result in raws-duplication-based !!Fun!!
The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry.
From entity_default.txt:
[ENTITY:MOUNTAIN]
[SITE_CONTROLLABLE]
...
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
...
From item_armor.txt:item_armor
[OBJECT:ITEM]
...
[ITEM_ARMOR:ITEM_ARMOR_CLOAK]
[NAME:cloak:cloaks]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
...
Not sure if this is the right place to post my problem so let me know if this is not appropriate.For a lot of the items that turn up as entity resources (like armour, tools, and weapons), the game will automatically generate the reactions in-game at the appropriate workshops, rather than having reaction raws for them. It sounds like it might be that cloaks aren't a resource for your particular civilization - it's only COMMON in the entity raws, meaning there's a 50-50 chance that a civilization will generate with/without access to them. Their automatic reactions don't show up because your civilization doesn't know how to make them!
I am totally new to modding, and the modest mod (http://www.bay12forums.com/smf/index.php?topic=174231.0) is the first mod I've downloaded. I have made a few custom reactions, like encrust my metal armour with gems. But other than that my game is mostly vanilla.
After I created a new world and start playing, I've found out several reactions are missing. Not the ones from Modest mod, nor the one I made, but the one from the default game like make cloth cloaks and capes.
I checked the object and entity files and they seems intact, there isn't a reaction to make cloth cloak but I don't think it has one to begin with.
Here are some related lines:Code: [Select]From entity_default.txt:
[ENTITY:MOUNTAIN]
[SITE_CONTROLLABLE]
...
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
...
From item_armor.txt:item_armor
[OBJECT:ITEM]
...
[ITEM_ARMOR:ITEM_ARMOR_CLOAK]
[NAME:cloak:cloaks]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
...
I've heard there's a way to get mods to work in an existing save instead of having to regen the world, does anybody know what it is? I am immeasurably salty that they changed the way modding works. I'm not generating a whole new damn world and starting my fort over just cause the stupid RNG made it impossible to get shells on my map, and now that I'm mad I'm not letting the dwarf die either. This was fixable in 30 seconds in the old version.
I am immeasurably salty that they changed the way modding works.The new mod system they introduced makes it easier to share and implement mods, but you can still directly modify the game files as before even use old-school way of overwriting raws. Main thing to be aware of is the changes to file locations (like voliol noted).
Do you have [PERMITTED_BUILDING:MOTLAMKIZ] added to the civ [ENTITY:MOUNTAIN] in entity_default.txt?
Is there a limit on how many materials a given creature can have?
I was trying to simplify animal products into broader categories using a single generic animal creature to hold all of the materials, but after a point, materials are called 'unknown frozen creature substance' or 'unknown frozen plant substance' instead of something like 'reptile' or 'feline' leather. As far as I can tell, the raw formatting is correct, and I haven't duplicated any names.Spoiler: an embark example (click to show/hide)
I added the milk materials into the sheep, plus new milkable tags for each milk material, on an otherwise unmodded world. It looks like only the last milkable tag will be used, so I'll cut out materials and generate new worlds as I go along.
At embark and when in-fort, the sheep produced unknown creature substance.Spoiler (click to show/hide)
I jumped down to 128 instances and it seemed to work. Though I don't know the exact point the materials started working again, or even how many materials a sheep has by default. Either way, I'll just break up my generic animal into several generic animals.
I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)
Any idea what would happen to a pregnant creature if their gender is changed during pregnancy with a transformation interaction? Will they remain pregnant when changed to a male or nogender caste and give birth normally or would the pregnancy be terminated (or will the game crash)?
Couldn't find any other info than this topic (http://www.bay12forums.com/smf/index.php?topic=164398.0), but that didn't help much.
[REACTION:MAKE_SKULL_GOBLET]
[NAME:make bone goblet out of skull]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
[PRODUCT:100:1:GOBLET:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[PRODUCT_TOKEN:goblet]
[MAX_MULTIPLIER:1]
[SKILL:BONECARVE]
ospreys: Null Pop Num
alligators: Null Pop Num
longnose gars: Null Pop Num
sea lampreys: Null Pop Num
carp: Null Pop Num
alligator snapping turtles: Null Pop Num
pike: Null Pop Num
steelhead trout: Null Pop Num
salmon: Null Pop Num
perch: Null Pop Num
char: Null Pop Num
I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)
Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.