Did you complete any dinosaurs?
I still need to deal with this bug (http://www.bay12forums.com/smf/index.php?topic=164966.msg7517941#msg7517941). I'm probably just going to remove the castes beyond the "limit" from the Jedi and Sith version of the creatures so that I can go ahead and update. Aside from that, I've made major changes to how droids work and will probably release an update soon. I need to finish a couple more new droids, clean up my files, and make 43.03 and 64-bit versions.That's a pretty bizarre bug - I did hear that going past a certain amount of castes would cause odd issues, but I didn't think it'd take that many.
After that, I'll probably need to update to the new version soon. I'm also thinking that ninjas would be a good addition to my movie creatures pack.
Not exactly, unless you count carefully replacing everything that spawns in the biome.
Spike tank?
Hey ZM5, do you know where you heard about this bug before?IIRC it was on the modding channel on the DF discord a few weeks back.
I'm curious how you're implementing the diep.io mod. How do you model transformations between tank types? An interaction is the obvious way to go, but how do you delay the ability to use the interaction until you have scored enough points -- and for that matter, how do you define points?
Hey ZM5, do you know where you heard about this bug before?IIRC it was on the modding channel on the DF discord a few weeks back.
This is both rad and very, very weirdI'm curious how you're implementing the diep.io mod. How do you model transformations between tank types? An interaction is the obvious way to go, but how do you delay the ability to use the interaction until you have scored enough points -- and for that matter, how do you define points?
Never really thought of that. Maybe add a grasp to the tanks, then use the corpses of tanks to gain some items called points. Once you scored enough, you can do an interaction that transforms you into another tank.
(many a bold adventurer died to check that this is working).
Yes, I considered that of course. Will do so soon.(many a bold adventurer died to check that this is working).
Wouldn't it be simpler to make dark elves playable and play a dark elf adventurer to check that? (If you don't want them playable in the release version you could of course remove the playability token once you've confirmed things are working properly.)
I've been experimenting with giant creatures.Oh dear.
(http://i.imgur.com/dP4bfbz.png)
What's the exact size you put for the Godzilla? I'd love to have it arena fight some of my own megas.
[CREATURE:GODZILLA_EP]
[DESCRIPTION:<Godzilla> An enormous reptillian titan. It looms over buildings and breathes radioactive fire.]
[NAME:godzilla:godzillas:godzilla]
[CASTE_NAME:godzilla:godzillas:godzilla]
[CREATURE_TILE:'G'][COLOR:0:0:1]
[PETVALUE:10000]
[PET_EXOTIC]
[TRAINABLE]
[MOUNT_EXOTIC]CRAZED put brackets around this tag if you want an apocalypse.
[BIOME:ANY_LAND]
[FREQUENCY:5][NOPAIN]He can obviously be hurt in the films, but without it he could eventually be worn down and strangled by humans.
[FIREIMMUNE_SUPER]
[FANCIFUL]
[LARGE_PREDATOR]
[MEGABEAST][DIFFICULTY:30]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:OCEANS]
[SPHERE:FIRE]
[SPHERE:STRENGTH]
[NOFEAR][NOEXERT]
[TL_VASCULAR:SCALE:0]
[TL_VASCULAR:FAT:0]
[BUILDINGDESTROYER:2]
[GRASSTRAMPLE:100]
[BONECARN]
[TRAPAVOID]
[PREFSTRING:atomic breath]
[PREFSTRING:size]
[PREFSTRING:power]
[BODY:HUMANOID_NECK:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:GODZILLASPINES_EP]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[AMPHIBIOUS]
[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:0:0:1]There is a hard limit on how big things can be without glitches. Using this method, I can boost size past the normal limit. Thanks to the people on the forums who figured this trick out.
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000] ++
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] -
[PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000] +
[PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000] ++
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[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]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_CATEGORY:TAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]Unfortunately, the flames cannot be blue.
[CDI:ADV_NAME:Breathe fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:500]
[ALL_ACTIVE]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[LAIR:SIMPLE_BURROW:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1422:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:29901422:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
CASTE:FEMALE I don't want them to breed, because of the hackish way their size is accomplished.
POP_RATIO:1
FEMALE
[CASTE:MALE]
[MALE]
[POP_RATIO:10]
[SELECT_CASTE:ALL]
[CHANGE_BODY_SIZE_PERC:20000000000]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_TOKEN:US:TOOTH]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:spines:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[COMPRESSIVE_YIELD:100000]
[COMPRESSIVE_FRACTURE:100000]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:100000]
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:100000]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:100000]
[SELECT_TISSUE_LAYER:ALL]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[COMPRESSIVE_YIELD:100000]
[COMPRESSIVE_FRACTURE:100000]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:100000]
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:100000]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:100000]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]
[BODY:GODZILLASPINES_EP]
[BP:US:upper spikes:upper spikes][CON:NECK][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:3]
[BP:MS:central spikes:central spikes][CON:UB][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:10]
[BP:LS:lower spikes:lower spikes][CON:LB][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:3]
[BP:TS:tail spikes:tail spikes][CON:TAIL][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:3]
Godzilla seems finished, so I moved on to my next goal.
(http://i.imgur.com/j5msqAF.png)
That might be fun. What's your Halloween pack?Currently thinking it'd be a 4-parter.
I was thinking of something like that too - the nyctophobia resembling a completely black, slime monster-like silhouette without "depth" and tendrils of some kind that the nyctophobic would also have.I think you can set its tile color to black, if that's what you're looking for
Perhaps they could have ability that makes their tile become completely black so they'd be tough to see (atleast in the ASCII tileset I guess).
I'm working on two mods.Yes, but what's going on in your modding? No tales to share? No spontaneously exploding orc heads? No accidentally duplicated raws transforming elves into fluffy wamblers?
Culture Shock, my main mod, and my other mod, The Goblinoids (and Orcs) Mod.
I'm working on two mods.Yes, but what's going on in your modding? No tales to share? No spontaneously exploding orc heads? No accidentally duplicated raws transforming elves into fluffy wamblers?
Culture Shock, my main mod, and my other mod, The Goblinoids (and Orcs) Mod.
Demon hair?Demon hare.
World-ending demon hair.Demon hair?Demon hare.
I once made a mistake modding T.Rexes in and the resulting creature was a blob of multiple whole tyrannosaurs mashed together.That first one reminds me of a succession fort - I forgot which one, but IIRC by mistake they spliced the raws of a peregrine falcon and some other bird, leading to fractal bodies.
I tried to make Terminators and got a metal skeleton with eye and brain tissue stretched over its body.
I attempted making a world where anyone killed would come back to life. However, I neglected to heal them of the injuries that killed them, so anyone who died would perpetually crawl around dying over and over.
Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.
Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.
Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
for !!SCIENCE!!I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.
Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
You can simply make a new material for them to use that is technically a metal but has the properties of woodBut imagine Urist McSmelter smelting wood bolts and getting wood bars out of it.
You can simply make a new material for them to use that is technically a metal but has the properties of woodYeah but if I do that don't I lose the variety of woods that other wooden stuff gets? Also that probably won't help normal elves make wooden crossbows, will it?
I released the update to my creature pack I was working on. You can now add Godzilla, lawnmowers, and ninjas to the game. Birdemic's creature has also been improved.Did someone say, birdemic?
Here it is. (http://www.bay12forums.com/smf/index.php?topic=163773.0)
I really need to make that page look less boring someday.
Godzilla?No, a golem I'm modding in.
Well, I'm experimenting with turning tissues intoned metals. It's certainly interesting how this changes the way attacks work(fun fact:with metal muscles you can punch limbs off).That's pretty metal, if you ask me.
Ok. Elves happily making wooden crossbows and bolts now. My mistake.I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.
Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.
Oh. Oh my.
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.Amazing, I should put a quotes section in the OP at some point.
Wild dwarves, eh?For now they're much like regular dwarves but slightly more aggressive. Some combination of their new values is allowing them to actually attack other sites unlike regular dwarves, which is nice. They're kind of insecure, suffer stress easily and limit their hillock building to deserts and swamps. They have a reputation as thieves and casual attitude towards murder.
What are they like?
Sorta how I'v been trying to convey Warcraft's Dark Dwarves - though in this case they're baby snatchers instead of thieves, and rather than being insecure they're more violent and prone to anger.I see my wild dwarves as less evil than just...misguided? Small splinter groups who disagreed with the monolithic ways of regular dwarven society and wanted to live more freely. Dwarven hippy commune gone wrong...
Kinda wish you could have noble positions be also associated with certain knowledge secrets - I'd love for their sorcerer-thanes to always have innate magic knowledge of some kind, preferably pyromancy as they worship fire elementals.
I enabled them for play in fort mode though haven't tried much with them yet - that said they probably should get more tantrums due to being more violent, although the alcohol may negate that. Only got one civ of them in this world too admittedly - they haven't spread out too far from their initial starting mountain.
Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!
Oh, and a stray giant sperm whale in a cage.
Get a breeding pair of them and you'll have meat for millenia.Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!
Oh, and a stray giant sperm whale in a cage.
Yay, meat for years!
Would be nice, but I'd need to convert the first cavern layer into a swimming pool to house them first. Might take a while. Hobbits should be back next year though.Get a breeding pair of them and you'll have meat for millenia.Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!
Oh, and a stray giant sperm whale in a cage.
Yay, meat for years!
If you can zombify them you'll have the absolute ULTIMATE defense.
"The giant sperm whale corpse pushes the bronze colossus in the head and the injured part explodes into gore!"
Tbh the Dark Dwarves aren't exactly evil per-se. They're really ruthless and don't get along with the normal dwarves - that said the fire elementals who reign over them also serve the old gods for the most part.Sorta how I'v been trying to convey Warcraft's Dark Dwarves - though in this case they're baby snatchers instead of thieves, and rather than being insecure they're more violent and prone to anger.I see my wild dwarves as less evil than just...misguided? Small splinter groups who disagreed with the monolithic ways of regular dwarven society and wanted to live more freely. Dwarven hippy commune gone wrong...
Kinda wish you could have noble positions be also associated with certain knowledge secrets - I'd love for their sorcerer-thanes to always have innate magic knowledge of some kind, preferably pyromancy as they worship fire elementals.
I enabled them for play in fort mode though haven't tried much with them yet - that said they probably should get more tantrums due to being more violent, although the alcohol may negate that. Only got one civ of them in this world too admittedly - they haven't spread out too far from their initial starting mountain.
Evil is saved for dark elves. And even then, it's 'evil from an elf's point of view' since that's the society they're reacting against, so mostly they're interested in twisting trees to their own needs and delighting in torturing nature spirits.
...Why is "goddess" not a word?...I always get overrun with children in my forts, to the point where I have to set the cap to like 5 children or 2% max. , Consider yourself lucky :P
...Goron stone-cooking reactions need WORTHLESS_STONE_ONLY...
...Why can't I make stone barrels?...
Also, I got bizarrely few children as immigrants, but they are born in-fort fine and one did come, so....
I'm also wondering what I should rename the vanilla DF ogres to
sherkI'm also wondering what I should rename the vanilla DF ogres to
(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
Yeah I'm gonna pass on adding swamp ogres.sherkI'm also wondering what I should rename the vanilla DF ogres to
(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
No they'd live in the cave LAYERSYeah I'm gonna pass on adding swamp ogres.sherkI'm also wondering what I should rename the vanilla DF ogres to
(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
No they'd live in the cave LAYERSYeah I'm gonna pass on adding swamp ogres.sherkI'm also wondering what I should rename the vanilla DF ogres to
(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
And thusly the medal is claimed by its rightful owner.No they'd live in the cave LAYERSYeah I'm gonna pass on adding swamp ogres.sherkI'm also wondering what I should rename the vanilla DF ogres to
(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
You deserve a gold medal.
(https://i.imgur.com/oiaDnSC.png)
Well this is freaky, as I was looking at the latest replies to this thread I got a minor ogre siege in my current fort.Sherk ogercomes all obstacles to bring love to you
(Pertaining to my mod Corrosion)Wouldn't evil biomes be better suited for radiation zones?
Biggest hurdle I'm facing is creating materials for weapons in a low resource environment. I've added plastic bullet cases. I've added more wood weapons but due to the mechanics of wood they barely break skin. I have a rock hammer but even with buffed weapon stats they aren't the best ::) I've added Baddylite (to make ceramic) which works quite well but requires an extremely specific environment so not reliable. Basically the natural stats of wood and stone make them an unreliable weapon, I might try making 'combat wood/stone/whatever' material that has significantly better stats.
Armor has been a little easier. I've added tire armor that you can scavenge from most environments. Making skin yield 3 leather a piece has made the endeavor easier as well. Beyond that however I'm going to add clay armor like Samurais had as well as plastic armor.
Otherwise I'm trying to branch out Corrosion into a general apocalypse mod. I've been adding some stuff inspired by Fallout such as Super Mutants and associated weaponry as well as turning the Good environments into radiation zones. It's a grind because it doesn't use any creativity, but I feel it will be nice to have in the end.
Been working on first-round playtesting for an east asian conversion mod I've been working on and off on. The only civ that's playable right now is China, and my inexperience with modding is really showing through. Basic things like the civ-specific weapons and apparel work correctly, but there's a lot of weirdness too. Merchants arrive with some of their barrels made from brocade, the syndrome attached to tea is much too strong, the gunsmithing reactions are completely broken, and the few large predators I've added so far are more aggressive and dangerous than I would like on top of having messed up body plans. It'll get there eventually.
Screaming heads, wriggling tongues and elongated fingers are growing in my topside tomb, so the new cave grass types.They seem more fitted to be evil biome grass types (wormy tendril, staring eyeball.)
They're only in the third layer, fits along with the other creatures I put there. Gave each cave layer a different "theme".Screaming heads, wriggling tongues and elongated fingers are growing in my topside tomb, so the new cave grass types.They seem more fitted to be evil biome grass types (wormy tendril, staring eyeball.)
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:40]
Calm down there, Oppenheimer.Code: [Select][CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:40]
My felids have been buffed!
Is "unicorn cheese" a street name for heroin-infused muffins?Never trust a caravan of midget amphibians with hairy feet and wild moustaches. They're harmless now, but just wait until the economy and general-purpose addiction is introduced...
You can remove the STANCE token, athough this means that breaking their legs or feet will not inhibit their ability to stand.Nasty little things can probably manage just as well running around on stumps. They just ain't natural.
I've got a few shoeless ewok migrants in my current fort, they don't seem to mind.Hmm. Interesting. I only saw the bad thought once as they're not normally a fortress playable civ. Maybe it was just one Hobbit's weird preference for shoes that triggered it? Or something accidentally copied over from the human raws I started with.
Finally, I have introduced proper rainbow lasers that fire in colour sequence.
Finally, I have introduced proper rainbow lasers that fire in colour sequence.
Hmmmmm? Tell me the way it works. The Rainbow Dragon will be improved aesthetically then.
Wouldn't evil biomes be better suited for radiation zones?
Ngl I was thinking myself of doing a Fallout total conversion mod - my gf's obsessed with the west coast Fallout games and would love that. Got plenty of other projects I gotta work on first, though.
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD] <--- left as is, as there was always a BP category error
[EBO_ITEM:TOOL:ITEM_TOOL_FEATHER:INORGANIC:FEATHER_SMALL] <--- forehead up against the limit of item tokens
[EBO_SHAPE:FEATHERS] <--- EDIT: noticed this line is unnecessary >_>
It was ugly and heavyhanded with both MATERIAL_TEMPLATE:FEATHER_TEMPLATE and INORGANIC:FEATHER_SMALL getting REACTION_CLASS:FLETCHING which opened up an infinite reagent exploit.[MATERIAL_TEMPLATE:FEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:feathers]
[STATE_ADJ:ALL_SOLID:feather]
[ITEM_TOOL:ITEM_TOOL_FEATHER]
NAME:quills:quills <-------- removed this
[VALUE:10]
[SOFT_MAT]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:TOOL:ITEM_TOOL_FEATHER:LOCAL_CREATURE_MAT:FEATHER]
I modded in a dog that spits molten adamantine at a WAIT_TIME of 1. Targets melt. Where do I put it?I don't know, maybe you should increase the wait time, and why did you do this?
I modded in a dog that spits molten adamantine at a WAIT_TIME of 1. Targets melt. Where do I put it?I don't know, maybe you should increase the wait time, and why did you do this?
Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.
I usually don't have too many issues making vastly different castes - its just a tad tedious if there's a lot of them and if some use different body materials (i.e skeletal pirates in this case).Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.
Did draconian castes without fuss, until I got a grudge on draconians for being excessively !!FUN!! and I'm not that good at fort mode.
Will the undead pirates make more undead pirates, or will they eventually run out?I usually don't have too many issues making vastly different castes - its just a tad tedious if there's a lot of them and if some use different body materials (i.e skeletal pirates in this case).Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.
Did draconian castes without fuss, until I got a grudge on draconians for being excessively !!FUN!! and I'm not that good at fort mode.
EDIT: Arr, pirates be done.
(https://puu.sh/xL1XU/afc198e5dc.png)
Their cannonballs definitely are powerful enough - gotta see how well they fare in worldgen. Should be a good tier 2 invader challenge for forts - they don't have metal armor of any kind or even shields but they do have multiple castes with some gimmicks, some of which are pretty strong physically even when unarmed.
[ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Made these badass things:The caps are about 5000 I think, though it could be higher depending on how the game USB coded and how good you are at coding.Code: [Select][ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]Code: [Select][ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Has anybody got a clue on what are the caps for [SHOOT_FORCE] and [SHOOT_MAXVEL]?
That could actually work pretty well even if I don't like messing with vanilla raws.
[CV_CONVERT_TAG]
[CVCT_MASTER:NATURAL]
[CVCT_TARGET:NATURAL]
[CVCT_REPLACEMENT:CREATURE_CLASS:NATURAL_ANIMAL:[NATURAL]
Seriously, how does bodysize work
Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.
Found something interesting that some of you may find useful - apparently, if you give some of a creatures castes [SLOW_LEARNER] but not the others, those castes will be available on embark as "pets".
(https://i.imgur.com/ZlCMTCE.png)
Without the pet token they also count as full citizens that can be given jobs!
That only seems to apply to wild creatures though (this one in particular is playable in an animal person way and so migrates to civs), not civilized races.Found something interesting that some of you may find useful - apparently, if you give some of a creatures castes [SLOW_LEARNER] but not the others, those castes will be available on embark as "pets".
(https://i.imgur.com/ZlCMTCE.png)
Without the pet token they also count as full citizens that can be given jobs!
Interesting is that all? As a quick test I made dwarven males only have CAN_SPEAK and SLOW_LEARNER and females with INTELLIGENT but at embark I can't order any dwarven males.
Curious if you'd share that creature as this would beat my hacky way of getting this same approach using breeder creatures and transformations
Seriously, how does bodysize work
It's a measurement of mass, and is measured in cubic centimeters. Quoting the wiki:Quote from: The wikiSets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.
Was that what you wanted? A notable bit is that there's an upper cap, but it can be increased by making a tiny creature that gets boosted by [CHANGE_BODY_SIZE_PERC:x] tokens.
I'm just curious to know if this is a normal speed of modding, or if I'm just slow, or how the hell did someone like Firephoenix do 800+ creatures with custom abilities and stats without breaking a sweat?Usually years of doing this type of stuff.
The DF crabs are..... quite a lot larger than any real life land-going crab, as in 8 kilograms, while the largest one in real life is only 4.1 kilograms.... which is going to be a bit of a problem for my coconut crab modNo, resist..urge to post...urgh. Too late.
Here we set the growth rate. This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive. The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
********[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
[APP_MOD_IMPORTANCE:925]
[APP_MOD_NOUN:sideburns:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
[APP_MOD_IMPORTANCE:925]
[APP_MOD_NOUN:moustache:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
[APP_MOD_IMPORTANCE:950]
[APP_MOD_NOUN:beard:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]********
Ported mods onto the new version.As have I.
I do have a small handful of descriptor_shape txt's that I have been working on.
Some taken ideas from what people here have already done, and a bunch of stuff I have added myself.
I am wondering where I could upload the stuff, Github maybe? Any alternatives?
Hmm, interesting thing about the playable intelligent wilderness populations that are assigned as pets.Odd. Perhaps they get loaded as livestock, but saved as citizens?
While you initially load up adventure mode, they wont actually be there as an option. However, once you play once from the civ that has a creature like that, they do seem to load up the next time around.
Seems to be the case, due to the "always pet" override. Without it, they wouldn't spawn in civ populations at all.Hmm, interesting thing about the playable intelligent wilderness populations that are assigned as pets.Odd. Perhaps they get loaded as livestock, but saved as citizens?
While you initially load up adventure mode, they wont actually be there as an option. However, once you play once from the civ that has a creature like that, they do seem to load up the next time around.
Yea but I don't want to remove ALL mammals, and would like to do it without modifying the vanilla files too much, since it's a pita to manually edit them every new version. I'll find a way to deal I'm sure.Since dogs and cats don't occur naturally, doesn't banning them from being pets make them disappear?
They are still available on embark. Since it's a personal mod I can just ignore them, but it makes me worry they may show up with migrants as well.That's probably a seperate issue that needs dealing with. Kind of like being able to embark with 7 dwarves, when your civ only has a population of 1.
Attempting to remove dogs and cats from a reptilian fortress race to replace them with their own more expensive reptilian equivalents, while still maintaining the usual pack animals. Found a few things out:Funny, I could pull it off (http://www.bay12forums.com/smf/index.php?topic=168353.msg7626898#msg7626898) myself. Did you plug up all the possible roles? Undoing the almighty [COMMON_DOMESTIC] tag might need that extra work.
- There does not appear to be an [ANIMAL_NEVER_PRESENT] tag. Or at least it's not documented. And never pet/pack animal/wagon puller does not cut it.
Wondering how the pelagic civ is gonna work, considering the three male castes are spouse converters and the siren is a converted spouse.Will they even function correctly? I'd have thought that they'd either act as normal citizens, sans night troll behavior, or immediately flee to the wilderness. See also: A HF getting transformed into a megabeast with the POWER token, who will be stuck in an endless loop of deity impersonation and fleeing to the wilds.
Yeah it seems like they just dont have night creature behavior. Oh well, everything else works properly.Huh. My syndrome was transmitted via secret, so I assume that's where the crucial difference lies. Still, this merits more !!SCIENCE!!
Also admittedly, I haven't noticed the endless loop behavior with creatures being turned into megas with the power token, back when I'd have deity curses turning people into one of the seven deadly sins megas. They actually just stayed in whatever towns that were their homes.
It occurs to me that the new pet system allows for a long-desired mod feature: multi-race civs! Making an intelligent race be a 'pet' of another race's civ seems to just elevate it to citizen status (you can assign labors to intelligent pets in fort mode, at least), so if you want (e.g.) a civ consisting of both dwarves and humans, make one of those the 'main' race and the other a pet.I posted about it before, but there's a key issue with that - when you get migrant waves, the migrants that aren't of your civs main race (i.e playing as a dwarf civ, but has elves as "pets") will be treated similarly to mercs or bards that petitioned for residency - as in, you cannot assign them jobs. They'll do hauling and whatever jobs that they have skill in, but you won't be able to do anything else with them.
I posted about it before, but there's a key issue with that - when you get migrant waves, the migrants that aren't of your civs main race (i.e playing as a dwarf civ, but has elves as "pets") will be treated similarly to mercs or bards that petitioned for residency - as in, you cannot assign them jobs. They'll do hauling and whatever jobs that they have skill in, but you won't be able to do anything else with them.
Possibly, although he did say the animal tags really aren't supposed to be used with sapients. Might not get fixed until slavery is looked at a little more.I posted about it before, but there's a key issue with that - when you get migrant waves, the migrants that aren't of your civs main race (i.e playing as a dwarf civ, but has elves as "pets") will be treated similarly to mercs or bards that petitioned for residency - as in, you cannot assign them jobs. They'll do hauling and whatever jobs that they have skill in, but you won't be able to do anything else with them.
Ah, that sucks. That definitely sounds like a bug and not WAI, though, so hopefully Toady'll fix it in one of the next few releases.
trying to get pigs shearable. I put the sheep RAWs having to do with wool in the right places, but after loading my save they aren't shearable. any helpPost your raws or no-one will be able to tell you what's wrong (and there is a general thread for questions - that'll get a quicker response).
I'm interested in seeing those sentient guns raws so I cansteallearn from the bullet code for an Aperture Science Sentry turret of some sorts
I'm interested in seeing those sentient guns raws so I cansteallearn from the bullet code for an Aperture Science Sentry turret of some sorts
Here you go. (https://www.dropbox.com/s/zybmy1ana8riaqa/gunfolk.zip?dl=0)
im trying to find language files people are willing to share. I'm tired of using the four normal languages for naming.Dflang is a util for generating new DF language files. It's very useful. My minotaurs speak a language generated from a base list of Japanese names, plus a sprinkling of Chinese. My hobbits' language is based on a mix of Old English and Norse.
I tried that, it constantly crashes for me.Strange. Try asking in the thread on it. Generating a new language is the first thing I do whenever I add a new race. Fantastic util when it's working.
Back before multi-tile trees were a thing, I had a list of trees in my personal mod that I added for flavor. I'm trying to figure out how to use the new tree tags and get them back.
Back before multi-tile trees were a thing, I had a list of trees in my personal mod that I added for flavor. I'm trying to figure out how to use the new tree tags and get them back.
What kind of trees?
The most difficult part will probably be the crab's own organs inside its body, separate from the zombie's exposed insides.Given that you're using castes already, seems like it'd be fairly simple tbh - have the crab use the default internal organs and make another organ body part for the zombs, only lacking the [INTERNAL] token.
Working on headcrabs.Can you make an adventure save where the wildlife transform is About To Happen, and email the save to Toady?
I'll probably not do it, since the game crashes if a nonhistorial figure transforms.
Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv
Maybe you could instead make a reaction that produces preserved/dried meat, which weighs less. When you modify the weight of the material creatures are made out of, youre altering their weight and the effect that has on their performance in combat as well. You could inadvertently be changing the game balance by a lot, especially how creatures made of standard materials compare to those made of inorganics or non-standard materials like bronze collosi and element men. Weight factors in a lot with regards to how easy it is to throw/smack opponents around and how much force is behind their own blows, especially blunt attacks.
Since cheese isnt a material any creatures are made of changing that wont matter at all, but now i want to make a cheese monster :P
Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv
And of course, they'd be dangerous in the sense of accidentally (or not so accidentally), setting the map on fire, heh.A good trick is: some workshop reactions having a 1% or 2% chance of making a COAL_BONFIRE (from Warlord255's bonfire minimod) which ignites things nearby. Hint: wooden cages + bonfire->grassfire
Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.
Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.
Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.
Sounds good enough for me! Although I am afraid I cannot make them nomads... Which awfully stinks...
Thats what I did.
Weighted the pop ratio 50000:1 in favor of males, so there are so few females that they die out after a single generation.
But every time the civ should die it gets repopulated with a fresh batch "from unknown parentage".
Like this:
Just in case it matters, what I wanted to do was create a civ that has sole access to overpowered weapons (and only those) and can create artifacts. They should stick around for about 50 years, create a dozen or so legendary weapons (since those are the only moodable things they can produce) and then die out. By the time world gen stops those weapons would hopefully be spread all over the world, with no possible way to produce more.
Think the Wheel Of Times heron blades or the shardblades in the Stormlight Archieve for examples of what I want to accomplish.
Never seen this cause for a war before.Either you set "Reveal All Historical Events" to 0 or you've encountered a bug.Spoiler (click to show/hide)
What's the bug? I didn't alter revealing historical events.The bug is that there's no listed cause for the war. "The causes of the conflict are debated" is the game's way of saying "This is lost to history." Seeing as you didn't mess with the settings, something is amiss. If I had to guess, I'd say a value got assigned beyond the bounds of the relevant string-array.
[ENTITY:STORMTROOPER]
[INDIV_CONTROLLABLE]
[CREATURE:STORMTROOPER]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_FORCEPIKE]
[WEAPON:ITEM_WEAPON_E11]
[AMMO:ITEM_AMMO_BLASTERBOLTS]
[ARMOR:ITEM_ARMOR_STORMBREASTPLATE:COMMON]
[GLOVES:ITEM_GLOVES_STORMGAUNTLETS:COMMON]
[HELM:ITEM_STORM_HELM:COMMON]
[ARMOR:ITEM_ARMOR_STORMTROOPERPAULDRON:UNCOMMON]
[SHOES:ITEM_SHOES_STORMBOOTS:COMMON]
[PANTS:ITEM_PANTS_STORMGREAVES:COMMON] [PANTS:ITEM_PANTS_UNDERWEAR:COMMON]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_POWERCONVERTER]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_POUCH]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[TOOL:ITEM_TOOL_SCROLL_ROLLERS]
[TOOL:ITEM_TOOL_BOOK_BINDING]
[TOOL:ITEM_TOOL_SCROLL]
[TOOL:ITEM_TOOL_QUIRE]
[TOOL:ITEM_TOOL_BOOKCASE]
[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL] [SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[SELECT_SYMBOL:REMAINING:ORDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF] [OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[OUTDOOR_FARMING]
[INDOOR_ORCHARDS]
[OUTDOOR_ORCHARDS]
[USE_ANIMAL_PRODUCTS]
[ITEM_THIEF]
[ANIMAL]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_CLASS:IMPERIAL]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:ORDER:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ALL_MAIN_POPS_CONTROLLABLE]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_TEMPERATE]
[BIOME_SUPPORT:ANY_TEMPERATE:1]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:AUTUMN]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_REPRIMAND]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_CAPITAL]
[ETHIC:TRESPASSING:PUNISH_CAPITAL]
[ETHIC:THEFT:PUNISH_CAPITAL]
[ETHIC:ASSAULT:PUNISH_CAPITAL]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:50]
[VALUE:LOYALTY:50]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:26]
[VALUE:POWER:11]
[VALUE:TRUTH:0]
[VALUE:CUNNING:-11]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:0]
[VALUE:DECORUM:15]
[VALUE:TRADITION:11]
[VALUE:ARTWORK:-11]
[VALUE:COOPERATION:40]
[VALUE:INDEPENDENCE:-50]
[VALUE:STOICISM:30]
[VALUE:KNOWLEDGE:-25]
[VALUE:INTROSPECTION:-25]
[VALUE:SELF_CONTROL:41]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:50]
[VALUE:MERRIMENT:-41]
[VALUE:CRAFTSMANSHIP:15]
[VALUE:MARTIAL_PROWESS:11]Except for marksmanship.
[VALUE:SKILL:15]
[VALUE:HARD_WORK:41]
[VALUE:SACRIFICE:11]
[VALUE:COMPETITION:-11]
[VALUE:PERSEVERANCE:11]
[VALUE:LEISURE_TIME:-11]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:-11]
[VALUE:NATURE:0]
[VALUE:PEACE:-15]
[LOCAL_BANDITRY]
[BANDITRY:1]
[WILL_ACCEPT_TRIBUTE]
[POSITION:MONARCH]
[NAME:commander:commanders]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:LORD]
[NAME:officer:officers]
[SITE]
[LAND_HOLDER:3]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[SPECIAL_BURIAL]
[SLEEP_PRETENSION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:CONQUERLORD]
[NAME:occupation officer:occupation officers]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[DUTY_BOUND]
[COLOR:5:0:0]
[PRECEDENCE:20]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:lieutenant:lieutenants]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:officer:officers]
[APPOINTED_BY:MONARCH]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:NONE:100]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:NONE:100]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[ENTITY:VONG]
[INDIV_CONTROLLABLE]
[CREATURE:VONG]
[TRANSLATION:GOBLIN]
[WEAPON:ITEM_WEAPON_AMPHISTAFF]
[WEAPON:ITEM_WEAPON_AMPHISTAFFSPITTING]
[AMMO:ITEM_AMMO_VENOM]
[ARMOR:ITEM_ARMOR_VONGBREASTPLATE:COMMON]
[GLOVES:ITEM_GLOVES_VONGGAUNTLETS:COMMON]
[HELM:ITEM_VONG_HELM:RARE]
[SHOES:ITEM_SHOES_VONGBOOTS:COMMON]
[PANTS:ITEM_PANTS_VONGGREAVES:COMMON]
[TOOL:ITEM_TOOL_COUFEE]
[CLOTHING]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL] [SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[SELECT_SYMBOL:REMAINING:EVIL]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF] [OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[OUTDOOR_FARMING]
[INDOOR_ORCHARDS]
[OUTDOOR_ORCHARDS]
[USE_ANIMAL_PRODUCTS]
[ANIMAL]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_CLASS:VONG]
[ANIMAL_FORBIDDEN_CLASS:DROID]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[SPHERE_ALIGNMENT:NATURE:512]
[SPHERE_ALIGNMENT:TORTURE:512]
[ITEM_THIEF]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ALL_MAIN_POPS_CONTROLLABLE]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_FOREST:1]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_CAPITAL]
[ETHIC:TRESPASSING:PUNISH_CAPITAL]
[ETHIC:THEFT:PUNISH_CAPITAL]
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:MISGUIDED]
[ETHIC:EAT_SAPIENT_KILL:MISGUIDED]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:50]
[VALUE:LOYALTY:50]
[VALUE:FAMILY:25]
[VALUE:FRIENDSHIP:25]
[VALUE:POWER:50]
[VALUE:TRUTH:25]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:0]
[VALUE:DECORUM:25]
[VALUE:TRADITION:50]
[VALUE:ARTWORK:15]
[VALUE:COOPERATION:30]
[VALUE:INDEPENDENCE:-50]
[VALUE:STOICISM:30]
[VALUE:KNOWLEDGE:-41]
[VALUE:INTROSPECTION:-25]
[VALUE:SELF_CONTROL:41]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:50]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:-50]
[VALUE:MARTIAL_PROWESS:50].
[VALUE:SKILL:50]
[VALUE:HARD_WORK:50]
[VALUE:SACRIFICE:40]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:35]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:0]
[VALUE:PEACE:-41]
[LOCAL_BANDITRY]
[BANDITRY:1]
[WILL_ACCEPT_TRIBUTE]
[POSITION:MONARCH]
[NAME:supreme overlord:supreme overlords]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:LORD]
[NAME:commander:commanders]
[SITE]
[LAND_HOLDER:3]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[SPECIAL_BURIAL]
[SLEEP_PRETENSION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:CONQUERLORD]
[NAME:commander:commanders]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[DUTY_BOUND]
[COLOR:5:0:0]
[PRECEDENCE:20]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[POSITION:HIGHPRIEST]Was originally shapers, but then I figured out the interaction.
[NAME:high priest:hight priests]
[NUMBER:1]
[RESPONSIBILITY:RELIGION]
[SUCCESSION:BY_POSITION:PRIEST]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[ELECTED]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:15]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:2:0:1]
[DUTY_BOUND]
[POSITION:PRIEST]
[NAME:priest:priests]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:HIGHPRIEST]
[PRECEDENCE:100]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[COLOR:2:0:0]
[DUTY_BOUND]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:praetorite vong prefect:praetorite vong prefects]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT] [RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:praetorite vong:praetorite vong]
[APPOINTED_BY:MONARCH]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]
[VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TS_MAINTAIN_LENGTH:NONE:100]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
Back when all members of civs were explicitly modeled, it was possible to do this, but the changeover to abstract populations broke it. The game now appears to assume that all civilizations are capable of reproduction, resulting in the behavior you observed if they actually aren't.
I was not able to come up with a new scheme for assuring that a civ goes extinct.
If the pop limit tokens work again (those were also broken by the pop changeover) it's possible you can create a civ that has only one or a few sites, and is therefore PRONE to dying out during world gen (Lowering the Biome support values might also help this), but there would always be some chance of them surviving.
I believe you can make a civ that is essentially guaranteed to starve (make them agriculture-dependent and start in a biome where agriculture doesn't work), but I think that happens instantly, with no chance to create artifacts.
[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]
Any creature w/ an insulation token will drop fur, if it's large enough, though aside from the aforementioned, they didn't get the above sequence. Being able to drop fur makes trapping kind of a thing your character can do now.
I've got most of the update for Last Jedi done. I just need to make the new sentient aliens and solve a new issue. I found that rakghouls (werewolf/zombie things from KOTOR) are working again, but their descriptions sometimes crash the game. I've tried to fix them, but I think I'm just going to toss them out and redo them based on some extracted werebeasts I downloaded somewhere.Do they have body colour descriptors and the like? I think thats what causes the crashes - I removed them from my Nosferatu and the lesser sin incarnations and they don't crash anymore when looking at the description.
[CREATURE:RAKGHOUL_EP]Thanks to Meph for the procedural creatures.
[NAME:rakghoul:rakghouls:rakghoul]
[CASTE_NAME:rakghoul:rakghouls:rakghouls]
[ATTACK_TRIGGER:20:0:0]
[NIGHT_CREATURE_HUNTER]
[EXTRAVISION]
[NO_GENDER]
[BONECARN]
[CRAZED]
[DIFFICULTY:1]
[LAIR:SIMPLE_BURROW:50]
[LARGE_PREDATOR]
[EVIL]
[SUPERNATURAL]
[FANCIFUL]
[AMPHIBIOUS]
[PETVALUE:2000]
[GRASSTRAMPLE:20]
[BUILDINGDESTROYER:2]
[ALL_ACTIVE]
[SWIMS_INNATE]
[SPHERE:DARKNESS]
[SPHERE:DISEASE]
[BODY_SIZE:0:0:70000]
[CREATURE_TILE:'&']
[BODY:HUMANOID_NECK:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:3FINGERS:3TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[CANOPENDOORS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[HOMEOTHERM:10040]
[NO_UNIT_TYPE_COLOR]
[COLOR:0:0:1]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON][CREATURE_CLASS:FORCE]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[SPECIALATTACK_INTERACTION:RAKPLAGUE]
[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]
[SPECIALATTACK_INTERACTION:RAKPLAGUE]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[DESCRIPTION:Rakghouls are a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Hideous and possessing an appetite for flesh, Rakghouls are non-sentient, and are most commonly simple and animalistic in their behavior, with some even referring to the creatures as "mindless". They carry the "rakghoul plague", a virus-like disease which can be spread from a rakghoul's bite or scratch. Individuals infected with this disease become rakghouls.]
[INTERACTION:RAKPLAGUE]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: infected ]
[IS_HIST_STRING_2:, passing on the rakghoul plague]
[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:RAKGHOUL]
[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:RAKGHOUL]
[CE_BODY_TRANSFORMATION:START:20800]
[CE:CREATURE:RAKGHOUL_EP:DEFAULT]
[INTERACTION:MUUR]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to become a rakghoul]
[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:RAKGHOUL]
[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]
[IE_ARENA_NAME:Rakghoul]
[SYN_CLASS:RAKGHOUL]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:RAKGHOUL_EP:DEFAULT]
******So, a large world crashed even with rakghouls eliminated completely. Is there a tool to scan for duped raws?I would remove all single quotes and double quotes from their descriptions. Just for safety.
******So, a large world crashed even with rakghouls eliminated completely. Is there a tool to scan for duped raws?I would remove all single quotes and double quotes from their descriptions. Just for safety.
WinMerge code comparison tool to compare X weeks ago version raws to current version, spots large changes easily.
At http://winmerge.org/downloads/?lang=en
best way would be to make some lists of the combos, and then create a quick app to read those lists and build all your surcoats/shields from some templates you design.
However I'm not sure how many a civ will accept? I know sometimes you have to use the FORCED option but even at that they seem to only accept oh so many types per civ (unless i'm wrong I remember someone trying to give all vanilla items/clothes to an entity even using FORCED but some still "dropped" off the list aka became foreign
best way would be to make some lists of the combos, and then create a quick app to read those lists and build all your surcoats/shields from some templates you design.
However I'm not sure how many a civ will accept? I know sometimes you have to use the FORCED option but even at that they seem to only accept oh so many types per civ (unless i'm wrong I remember someone trying to give all vanilla items/clothes to an entity even using FORCED but some still "dropped" off the list aka became foreign
Thanks, that does sound quicker. I guess this'll also be a bit of science.
Simultaneous human and dark elf invasion proves what Toady said in fotf just before release, active_season no longer dictates invasion season. That's great, means my dwarves can be invaded by minotaurs at any time without subjecting the wild dwarf civs to caravan spam every season from their bull-headed buddies.Oh man, I'm glad to hear that, along with the ITEM_THIEF civs no longer having the issue of their goods being counted as stolen when traded away.
I'm now trying to come up with "high elves" that are stronger and survive longer :DAdding natural_skill to them? Or better physical and mental attributes? Or perhaps learn combat skills 15 times faster?
I'd thought I'd seen everything the combat system has to offer, but I've never beaten someone to death with their own vomit before.Ah, the old 'vomit to the throat' attack. You need to pick out a good solid chunk for that to work.
(https://i.imgur.com/z5nJtCS.png)
Turns out the trick is to hit the throat and crush it.
Some new plants coming along, with neat syndromes for them. Magic alchemical ingredients.
New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.Care to share the dies-if-kept-underground syndrome?
New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.Care to share the dies-if-kept-underground syndrome?
*reads cave_adapt page* Is it dfhack-dependant?
Sweat, tears, blood causing negative emotions: turned out to be a disaster, no social skill gains ever. Not even on arriving migrants.
Need to get some relatively rarely occurring thing to cause annoy irritate disgust glumness shame displeasure. Because neighbor dies is 20 stress and use_tavern is -300 stress.
Just guessing, but wouldn't tears causing negative emotions result in an endless chain reaction?Yeah but even forever_tears wouldn't drive them to high stress and tantrums. Damn bards are too effective poeming.
Just finished a nice little mini-mod and completed testing!
Unicorns now drop an exploding "glitter" item when butchered, briefly transforming those nearby into a "revitalized creature" and back again. This has the effect of regenerating all lost limbs and injuries.
Unicorns also resurrect themselves from death once a week, and when they come back, they tend to be pissed.
For extra hilarity, I gave good-aligned grasses (Downy Grass and Bubble Bulb) a SYN_INGESTED syndrome to affect horse-like grazers and turn them into unicorns sometimes.
Just finished a nice little mini-mod and completed testing!
Unicorns now drop an exploding "glitter" item when butchered, briefly transforming those nearby into a "revitalized creature" and back again. This has the effect of regenerating all lost limbs and injuries.
Unicorns also resurrect themselves from death once a week, and when they come back, they tend to be pissed.
For extra hilarity, I gave good-aligned grasses (Downy Grass and Bubble Bulb) a SYN_INGESTED syndrome to affect horse-like grazers and turn them into unicorns sometimes.
What happens if a tamed animal turns into a unicorn?
notepad++ crashed and took the entire contents of a file with it, wiping out the creatures I had been working on. Damnit.Programming has taught me to compulsively save whichever file I'm working on every ten seconds. It's a good habit to learn.
Thinking of making a critter of almost exclusively bones, teeth and shells for crafts productionBone Golem made by the ancients, that wanders in the caves? Throws bones at foes, via material emission something
Ooh, i wonder if i can make a creature that loses a body part every so often that provides these bones. Or maybe it can just lay an "egg" you can process. That would be neat
so kinda found out what happens when you add an Animal_classes: General_poison to a entity,
you get access to the pre-generated races. still no signs of bogeymen though, so I might need to look into their raws to see any common animal Class traits. but it's possible to embark with say angels, and forgottenbeasts then have another fort deal with those beasts lurking about your place.
You could add the creature to the entity in question as an always_present always_pack pet, and you wouldnt have to worry about biomes anymore
But if something like that was the case, then the creature would be invalid in every world/civ, not just some of them, unless he was messing with the raws again before generating a world.
so kinda found out what happens when you add an Animal_classes: General_poison to a entity,
you get access to the pre-generated races. still no signs of bogeymen though, so I might need to look into their raws to see any common animal Class traits. but it's possible to embark with say angels, and forgottenbeasts then have another fort deal with those beasts lurking about your place.
You can get access to generated beasties without DFHack or a hex-editor? Mahahaha. Amazing.
If nothing else, I suppose it would be good for an eldritch, let's-eat-reality-for-breakfast type civ. Though you'd have to exclude every raw-defined creature, which would be a pain no matter how you do it.
Having used the aforementioned hex-editor method, I can say that bogeymen are no great shucks outside of night ambushes. Although I do love that idea you had with gnomes riding them into battle (or was it bogeyman on cats?)
in my modding... there is good success today:
Yess!
" Kulet Tithlethlogem, Blacksmith has slipped into depression...
Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "
Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)
" `Led stressed', Beekeeper has been found dead, contorted in fear! " yess
[SYNDROME]
[SYN_NAME:blood stains] --animal blood, medium syndrome for dwarves.
[SYN_IDENTIFIER:GROSS_BLOOD_COVER]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
--SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:65:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:45:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
On people_blood I haveYou got stressed ghosts too huh?I guess a mega-stressed (230k) dwarf met a ghost and got a heart attack, hecking rare
With this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=133300986) for Gmod, Doom and Half Life characters can be brought together in basically their original form. Sometime, I should set up some fights between my Half Life creatures and ZM5's Doom ones. After that, I could run the originals against each other and see how close the results are between the games. If ZM5 doesn't mind, of course.
Wouldn't mind seeing the results, think it'd be a pretty fun experiment.
Eventually the HECU were reduced to a sole survivor. He accidentally killed himself with a grenade.Bravo Nolan. (http://www.reactiongifs.com/r/2012/09/Billy-D_Approves.gif)
Okidoke - turns out I've been horribly wrong! Multiple syndromes on one material does appear to work! My SYN_INGESTED for blood drinkers is functioning perfectly well alongside your blood stress syndrome!
However, I'm puzzled by the mention of skills. Does having any syndrome cause skill gains to freeze for the duration? If so, that's quite grim.
So, I tried to do some of that, and as it turns out 1. Mega mewtwo Y is ABSURD at murdering things without being hurt, such as murdering 2 cyberdemons without being hurt, and then murdering 4 with severe injuries and 2. Mega mewtwo Y is also apperently dragonfire proof as it murdered Godzilla with nothing more than fat being melted
Strange mood hit and have now added creature classes to (almost) everything. Makes my animal-person tribe entities' raws much neater.Heh, modding really is a lot like strange moods isn't it? I've been on a bit of a roll myself with my good biome revamp - nearly halfway done with all the creatures, though I'll still have to do plant types and weather types later. Can't wait to embark on a good marshland and have my citizens start defending themselves against human-sized centipedes (https://i.imgur.com/dh44SQs.png). That's gonna be a lot of fun.
170 kph white-throated needle-tailed swift
145-160 kph spine-tailed swift
153 frigate bird
140 kph horse-fly-insect?
135 swan_best flight
109 sailfish swim
98 antelope_best burst, hummingbird, cheetah_burst
900:300:200:100:1900:2900] 87+ kph horse burst?, ostrich burst, my_unicorn, pigeon_best_flight
900:327:218:109:1900:2900] 80 kph tiger & lion burst, cougar_burst, gazelle_burst, wildebeest_best, my_faedog, DUCKFLIGHT, biggest_bird_bustard(6-18-21kg), my_pegasus_flight, pigeon_avg, marlin swim
900:345:230:115:1900:2900] 76 kph quarter horse burst, eagle_best,
900:366:244:122:1900:2900] 72 kph elk burst, goose_sus, hare
900:375:250:125:1900:2900] 70 kph horse burst?, wolf burst, my_direwolf, tuna
900:381:254:127:1900:2900] 69 kph coyote, greyhound_max, big kangaroo, shark_best_swim
900:387:258:129:1900:2900] 68 kph dolphin burst, Banteng-cattle hybrid(fastest bovine) burst,
900:393:262:131:1900:2900] 67 kph vulture glide,
900:411:274:137:1900:2900] 64 kph ostrich run, zebra, ass, hyena, fox, camel burst, swordfish
900:432:288:144:1900:2900] 61 kph pheasant flight,
900:438:292:146:1900:2900] 60 kph giraffe burst,
900:447:298:149:1900:2900] 59 kph dog, lion, bat flight, eagle flight
900:471:314:157:1900:2900] 56 kph llama, jackal, tiger, rabbit?, bear?, polarbear_burst, my_ibex
900:480:320:160:1900:2900] 55 kph moose, rhino burst
900:498:332:166:1900:2900] 53 kph tiger shark swim,
900:507:338:169:1900:2900] 52 kph T-Rex one estimate
900:519:346:173:1900:2900] 51 kph reindeer
900:528:352:176:1900:2900] 50 kph giraffe_sustained
900:549:366:183:1900:2900] 48 kph waterbuffalo, my bulldog, _deer_, warthog, wolverine, _bear_, cat, lynx, horse gallop (for 3km, not burst), eagle/crow sus, gazelle_sus, barracuda
900:585:390:195:1900:2900] 45 kph human_best_burst, my_dragon_flight
900:612:408:204:1900:2900] 43 kph DF_rabbit, my_guineafowl, my_grizzly
900:627:418:209:1900:2900] 42 kph greater roadrunner (who can still fly)
900:657:438:219:1900:2900] 40 kph donkey, turkey, elephant_tinyburst, gorilla_tinyburst, wombat, camel_sustained_run, biglizard_burst, duck_flight_relaxed, eland_slowestantilope_b
900:675:450:225:1900:2900] 39 kph DF_human burst
900:683:468:237:1900:2900] 37 kph
900:687:474:244:1900:2900] 36 kph gentoo penguin swim,
900:691:482:251:1900:2900] 35 kph medium dinosaur,
900:695:489:258:1900:2900] 34 kph minke whale burst swim,
900:699:497:266:1900:2900] 33 kph
900:703:505:274:1900:2900] 32 kph crippled_coyote, crocodile swim, hippo run, bighorn sheep, blue whale, penguin swim, my_dragon_run, my_spaniel
900:707:513:283:1900:2900] 31 kph DF_cavy_rodent, yak?
900:711:521:293:1900:2900] 30 kph DF_dwarf, my_goblin, alpaca?
900:714:529:303:1900:2900] 29 kph amphibian_best run, rabbit, house sparrow flight (quite slow),
900:722:545:325:1900:2900] 27 kph cow?
900:726:553:338:1900:2900] 26 kph jerboa bouncy rat,
900:730:561:351:1900:2900] 25 kph sheep, 3ton_elephant_burst_or_sustained, my_crundle, my_demon
900:734:568:366:1900:2900] 24 kph raccoon_burst, capybara, manatee_swim, sea turtle, honeybee,
900:738:576:382:1900:2900] 23 kph [wildfire spreading speed]
900:742:584:399:1900:2900] 22 kph my_cavy, eland_sustain, Beluga whale swim
900:746:592:418:1900:2900] 21 kph
900:750:600:439:1900:2900] 20 kph big_elephant burst, penguin_swim, dugong_swim_burst,
1161:938:716:462:2200:3300] 19 kph goat, squirrel, roadrunner_run, turkey run, snake_best_burst, butterfly_migration_average,
1422:1127:831:488:2500:3700] 18 kph DF_pig, T-Rex walk upper estimate, 18.7 human marathon winners,
1683:1315:947:516:2800:4100] 17 kph, crocodile burst 11-14-17-18,
1945:1504:1062:548:3100:4500] 16 kph horse lope gait, elephant seal swim, ghost crab walk,
2206:1692:1178:585:3400:4900] 15 kph dolphin cruise, my_mummy
2467:1880:1294:627:3700:5300] 14 kph chicken?, humpback whale cruise,
2728:2069:1409:675:4000:5700] 13 kph otter swim,
2990:2257:1525:731:4300:6100] 12 kph my_iron_statue
3251:2446:1640:798:4600:6500] 11 kph snake_best
3512:2634:1756:878:4900:6900] 10 kph big_elephant sustain,
4122:3330:2541:975:5411:7233] 9 kph 8.8 average female marathoner sustain,
4732:4026:3327:1097:5922:7567] 8 kph duck walk, American woodcock flight is world's slowest, wolf_travelspeed
5341:4723:4112:1254:6433:7900] 7 kph 6.7 fastest beetle
6561:6115:5683:1755:7456:8567] 5 kph cockroach, raccoon swim
1.77 kph spider
9000:8900:8825:8775:9500:9900] 1 kph
0.24 kph sloth
kit: pick one of top 3
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:691:482:251:1900:2900] 35 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]
lizard:[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
vanilla human:
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
worm:
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]
[GAIT:CRAWL:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]
monkey:
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[NATURAL_SKILL:CLIMBING:15]
[SWIMS_INNATE]
big python:
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_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
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [SWIMS_INNATE]
changed their language to goblin (for now, if I can find a translated version of the d&d draconic language I will use that)
Thanks for posting this.changed their language to goblin (for now, if I can find a translated version of the d&d draconic language I will use that)
This site seems to be your best option. They've dug up as much information as they can on Draconic to make as close to a "canon" translator as possible. (http://draconic.twilightrealm.com/)
1. change beds so kobolds sleep on planks of wood, a large smoothed rock, or some cloth (but also have normal beds still exist for other races)water: in goes bucket of water, out comes blarf_storage_item. reverse reaction would take in blarf_storage_item and output a bucketful of water. Or dig a pond.
5. a way to distill water/store water
Fed up with [Animal_present:always] ending up with long lists of various giant beasts for the tiniest of my animal person tribes. But without it, they get none. Solved by letting giant beasts roam wherever they please (removed [Savage] from them). Nice balance of regular and giant beast owning tribes thriving now. Monkey people seem to lose all their monkeys though. Wrong climate probably. Will give them [Always] back. I guess once pet pops are fixed tribes might choose their animals more sensibly. Wild human tribes retain their huge horse herds for now.
A little nervous about how 44.10 stress balance will hit my Wild Dwarves. For all their masked, murderous ways, they're delicate little snowflakes psychologically.
[ANIMAL]
[ANIMAL_CLASS:AVIAN]
[ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
[ANIMAL_FORBIDDEN_CLASS:MONSTER]
[ANIMAL_FORBIDDEN_CLASS:FAIRY]
[ANIMAL]
[ANIMAL_CLASS:AVIAN_TRADE]
[ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
[ANIMAL_FORBIDDEN_CLASS:MONSTER]
[ANIMAL_FORBIDDEN_CLASS:FAIRY]
[ANIMAL_ALWAYS_PRESENT]
I'm personally wondering how my Darkest Dungeon mod is gonna interact with the stress changes, given how many of the creatures in it have negative moodlets attached to various interactions. I'd guess I'll have to tone those down once the update is out.I'd try tweaking until 7% of dwarves go over 100k stress, after a violent clash where 3-20 people died.
Yes, but I don't want to specify exactly what they can/can't have. I want a selection of all the cats in the game to be available to lion-person villages and see some variety between villages. But with ALWAYS, all the towns end up with a long list of ALL the big cats and their giant varieties. Without ALWAYS they're limited to "what's available in the local biome". Which is working better for all the tribes now that giant creatures are roaming everywhere (except for monkey people, but that's OK, they can have their wild ALWAYS forest retreats swarming with every type of monkey).Fed up with [Animal_present:always] ending up with long lists of various giant beasts for the tiniest of my animal person tribes. But without it, they get none. Solved by letting giant beasts roam wherever they please (removed [Savage] from them). Nice balance of regular and giant beast owning tribes thriving now. Monkey people seem to lose all their monkeys though. Wrong climate probably. Will give them [Always] back. I guess once pet pops are fixed tribes might choose their animals more sensibly. Wild human tribes retain their huge horse herds for now.
A little nervous about how 44.10 stress balance will hit my Wild Dwarves. For all their masked, murderous ways, they're delicate little snowflakes psychologically.
You can add multiple ANIMAL tokens and use custom creature class to guarantee that a civ always has certain creatures. For example, the feathered zora in the Zelda mod now always get large birds like ostriches to haul their trade goods, as well as whatever other birds happen to live nearby:Code: [Select][ANIMAL]
[ANIMAL_CLASS:AVIAN]
[ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
[ANIMAL_FORBIDDEN_CLASS:MONSTER]
[ANIMAL_FORBIDDEN_CLASS:FAIRY]
[ANIMAL]
[ANIMAL_CLASS:AVIAN_TRADE]
[ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
[ANIMAL_FORBIDDEN_CLASS:MONSTER]
[ANIMAL_FORBIDDEN_CLASS:FAIRY]
[ANIMAL_ALWAYS_PRESENT]
Ah, you can add a "feline" or "avian" creature class to all the cats in the game and in the entity add only
[ANIMAL]
[ANIMAL_CLASS:FELINE]
And that will give the civ every creature in range of them that has the feline creature class. So youd just have to add that class to each of the cats' creature raws.
Yeah, that's it exactly. All my animals have classes now. I guess the overpopulating of every type of beast might be related to this bug:Ah, you can add a "feline" or "avian" creature class to all the cats in the game and in the entity add only
[ANIMAL]
[ANIMAL_CLASS:FELINE]
And that will give the civ every creature in range of them that has the feline creature class. So youd just have to add that class to each of the cats' creature raws.
I think they've done that already, and the problem they're having is that every village has a very large population of every single cat that they added that creature class to, so there's no variety.
Was running a test fort when my snowy pyartly haunted embark caught fire.
As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.
'twas funny, if nothing else.
I *think* I fixed it already, but if you have a 2018 version I might as well use that instead.Was running a test fort when my snowy pyartly haunted embark caught fire.
As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.
'twas funny, if nothing else.
Sorry! I fixed that in the current version! Don't know if it's made its way to any mods that incorporate Bonfire, though.
I did the same thing by making "flaming nuggets" which i used to start fires at workshops while testi g stuff. caravans would sometimes bring flaming nugget stuff and burn everything.Now that you mention it, I saw a burning wagon at one point. I thought it might have spawned on top of a grass fire, but now that I think about it mugs made out of bonfire or something is a more likely culprit.
Groundhog third caste:
[CASTE:UNLUCKY_FIRESTART_LIGHTNINGSTRIKE] "oh, we hunted groundhogs, then a bushfire started".
[POP_RATIO:3]
[FEMALE] [BODY: ....
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
Because dry biomes should randomly catch fire. Or should I make a plant who drops flowers seasonally that are of BONFIRE material. Which plants could be good candidates for dry biome bushfires?
Maybe you can skip some of the less interesting varieties, then?I just copied the sperm whale man raw and changed some values, so whatever it does for sperm whale men is how they work
Also, would your shark and fish people be like merpeople with a fish tail they can slither around on or like that one cartoon from the early 90s. Either of those could be pretty badass.
the reaction:
[REACTION:CUT_ROCKSALT] --Or could go with skill:milling and need bag, and that plant's mill product.
[NAME:grind rock salt]
[BUILDING:GRINDERxxxxxxxxx:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
--cant have plant named SALT, as that is a hardcoded substance.
[PRODUCT:100:15:PLANT:NONE:PLANT_MAT:saltfromminerals:LEAF] --works
--any dwarf has the skill for this, it's like dismantling a wall.
the plant:
[PLANT:saltfromminerals] --by TomiTapio for 34.11b. Make it out of rock salt boulders at Grinder shop. Plant's name can't be SALT because that's a hardcoded substance of forgotten beasts.
--value 2 might be correct for cooking balance.
[NAME:salt crystals][NAME_PLURAL:salt crystals][ADJ:salt crystals]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:252][PICKED_COLOR:5:0:0]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[SEED:salt crystals:salt crystals:6:0:0:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[DRY]
[SUMMER]
[BIOME:ANY_DESERT] --simulate finding exposed old seabed.
[CLUSTERSIZE:4][FREQUENCY:7][GROWDUR:900] --very rare to see in the desert.
[PREFSTRING:flavor enhancing]
[PREFSTRING:inspiring taste]
[SHRUB_TILE:252]
[DEAD_SHRUB_TILE:252]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES] keep
[GROWTH_NAME:salt bits:salt bits]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:250:6:2:0:0:ALL:1]
PTW
[CREATURE:MAGMA_BLOB]
[DESCRIPTION:A strange shapeless life form with the prospensity to burn its surroundings.]
[NAME:magma blob:magma blobs:magma blob]
[CASTE_NAME:magma blob:magma blobs:magma blob]
[CREATURE_TILE:'o'][COLOR:4:0:1]
[CREATURE_CLASS:POISONOUS]
[PETVALUE:50]
[PET_EXOTIC]
[FREQUENCY:8]
[BIOME:SUBTERRANEAN_LAVA]
[LARGE_ROAMING][AMPHIBIOUS][UNDERSWIM]
[UNDERGROUND_DEPTH:3:4]
[EXTRAVISION][MAGMA_VISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOBONES][HOMEOTHERM:12500][FIREIMMUNE]
[NATURAL]
[POPULATION_NUMBER:250:500]
[CLUSTER_NUMBER:2:3]
[PREFSTRING:boiling hot fluid]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:PARCHMENT:PARCHMENT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:FLUID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cooled magma blob fluid]
[STATE_NAME_ADJ:ALL_SOLID:cooled magma blob fluid]
[STATE_NAME:LIQUID:molten magma blob fluid]
[STATE_NAME_ADJ:LIQUID:molten magma blob fluid]
[STATE_NAME:GAS:boiling magma blob fluid]
[STATE_NAME_ADJ:GAS:boiling magma blob fluid]
[STATE_COLOR:ALL:SCARLET]
[PREFIX:NONE]
[MAT_FIXED_TEMP:12000]
[TISSUE:SKIN]
[TISSUE_NAME:skin:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[TISSUE_MAT_STATE:SOLID]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLUID]
[TISSUE_NAME:fluid:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLUID]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLUID]
[SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[BODY_SIZE:0:0:20000]
[ALL_ACTIVE]
[NO_SLEEP]
[NO_DIZZINESS]
[NO_FEVERS]
[CANNOT_JUMP]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:SCARLET:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:FLUID]
[TL_COLOR_MODIFIER:SCARLET:1]
[TLCM_NOUN:skin:SINGULAR]
[SELECT_MATERIAL:FLUID]
[BOILING_POINT:15000]
[MELTING_POINT:12000]
[SPEC_HEAT:1450] specific heat capacity of lava
[SELECT_MATERIAL:SKIN]
[BOILING_POINT:NONE]
[MELTING_POINT:NONE]
[SELECT_MATERIAL:ALL]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
That would be awesome, if not for the near guarantee that they will show up in the third caverns and literally burn it to the ground, which will seriously harm a players fps. I would make sure they only ever appear in the magma sea, they can crawl up into the cavern if they have access then but wont spawn in the caverns.
Decided to do a test embark on a good biome, since I'm more or less done with my good biome revamp.
(https://puu.sh/A7N2Y/f393547c0a.png)
Looking neat so far. No creatures have showed up yet, but I'm glad atleast the plants and trees are working.
I have been out of the game for a very long time.Unfortunately thats still impossible.
As things are is there anyway to make a syndrome kick in when a creature reaches adulthood? I want to make things make themselves into cocoons.
How did you do that? I want to tryIts simple - I added grass, plant and tree types that only appear within a specific good biome (in this case its grass/shrublands).
That would be awesome, if not for the near guarantee that they will show up in the third caverns and literally burn it to the ground, which will seriously harm a players fps. I would make sure they only ever appear in the magma sea, they can crawl up into the cavern if they have access then but wont spawn in the caverns.
Currently their fluid only leaks out when (smitten, pierced, etc), so it may not be as much of a problem. The fluid currently has no ignite temperature because otherwise it would have kept burning to death. If I have the [FIREIMMUNE] tag, can I safely remove [IGNITE_TEMP:NONE]? Would it be immolate or would only the fluid ignite grass?
How did you do that? I want to tryGrass modding like separate text file plant_grasses.txt
plant_grasses
[OBJECT:PLANT]
[PLANT:savage polar grass]
[NAME:lichen][NAME_PLURAL:lichens][ADJ:lichen]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GRASS]
[GRASS_TILES:'.'.'.'.'.'.'.']
[GRASS_COLORS:2:0:0:2:0:0:6:0:0:6:0:0]
[WET]
[DRY]
[SAVAGE]
[BIOME:TUNDRA]
try the infinity symbol for your ascii grass. Or animated grass:Decided to do a test embark on a good biome, since I'm more or less done with my good biome revamp.You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?
Looking neat so far. No creatures have showed up yet, but I'm glad atleast the plants and trees are working.
You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?Thanks for the offer, but I'm good - I've made some of my own, recently had a cloud of magical smoke (https://i.imgur.com/1W6kece.png) (didn't think the clouds would be that huge tbh) drift harmlessly next to my fort. Causes a temporary but long-term loss of physical and mental attributes in most creatures - beings of nature are strengthened by it instead, i.e living plant creatures or sentient servants of nature. I've got 7 other types in good biomes now - may add more later once I'm done with evil biomes - got some weather types planned for that as well.
Thanks for the offer, but I'm good - I've made some of my own, recently had a cloud of magical smoke (https://i.imgur.com/1W6kece.png) (didn't think the clouds would be that huge tbh) drift harmlessly next to my fort. Causes a temporary but long-term loss of physical and mental attributes in most creatures - beings of nature are strengthened by it instead, i.e living plant creatures or sentient servants of nature. I've got 7 other types in good biomes now - may add more later once I'm done with evil biomes - got some weather types planned for that as well.
You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?
I always thought the good and evil tags were mutually exclusive. Does it actually show up in both in play?
You’re really loving the Mirthful and Joyous regions of DF, aren’t you?Heh, I think I'll like them a lot more now. My issue with them in vanilla is that they were kinda boring, with not much going for them - no weather types and few unique creatures, none of which (aside from unicorns) were much of a danger. I maaaay have gone a bit overboard with the latter since I have a total of 238 creatures made for the good biomes. I should probably add more vermin types since I only have 1 that appears in tundras, taigas and glaciers - maybe I'll do that once I'm done with the evil biome creatures, for which I have an equally large number to do.
*bursts in thorough the wall*
*bursts in thorough the wall*
Did someone say unicorns?!?
Unicorns can have fun like:
[NATURAL_SKILL:WRESTLING:7]
[NATURAL_SKILL:DODGING:9] elite
[NATURAL_SKILL:BITE:5]
[NATURAL_SKILL:GRASP_STRIKE:2]
[NATURAL_SKILL:STANCE_STRIKE:6] elite kick
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7] forest master
[SOUND:ALERT:100:2000:VOCALIZATION:whinny:whinnies:a hollow echoing snort]
[SOUND:PEACEFUL_INTERMITTENT:40:2000:VOCALIZATION:shuffle:steps forward:quiet rustling]
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:300:200:100:1900:2900] 87+ kph
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SYNDROME]
[SYN_NAME:unicorn transformation]
[SYN_AFFECTED_CREATURE:HORSE:ALL]
[SYN_AFFECTED_CREATURE:MULE:ALL]
[SYN_AFFECTED_CREATURE:DONKEY:ALL]
[SYN_INGESTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:UNICORN:FEMALE]
[CE_ADD_TAG:CRAZED:START:2:END:500:ABRUPT_START:ABRUPT_END]
[USE_MATERIAL_TEMPLATE:GLITTER:STONE_TEMPLATE]
[DISPLAY_COLOR:5:1:0]
[STATE_NAME:ALL_SOLID:unicorn glitter]
[STATE_ADJ:ALL_SOLID:unicorn glitter]
[STATE_NAME:LIQUID:unicorn glitter]
[STATE_ADJ:LIQUID:unicorn glitter]
[STATE_NAME:GAS:unicorn glitter]
[STATE_ADJ:GAS:unicorn glitter]
[BOILING_POINT:9000]
[MAT_FIXED_TEMP:9001]
[NO_STONE_STOCKPILE]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:unicorn glitter]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:UNICORN:ALL]
[SYN_INHALED]
[CE_BODY_TRANSFORMATION:START:0:END:1:ABRUPT_START:ABRUPT_END]
[CE:CREATURE:REVITALIZED:DEFAULT] <-- "Dwarf has transformed into a revitalized creature!"
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GUTS]
[EBO_ITEM:BOULDER:NONE:LOCAL_CREATURE_MAT:GLITTER]
You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?
I would love to see them myself.
creature_slime
[OBJECT:CREATURE]
[CREATURE:SLIME]
[DESCRIPTION:A strange, shapeless creature.]
[NAME:slime:slimes:slime]
[CREATURE_TILE:'o'][COLOR:7:0:1]
[CREATURE_CLASS:SLIME]
[PETVALUE:50]
[PET_EXOTIC]
[BIOME:ANY_LAND]
[BIOME:SUBTERRAINEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[CASTE:GREEN]
[MALE]
[CASTE_NAME:green slime:green slimes:green slime]
[POP_RATIO:100]
[CASTE_TILE:248][CASTE_COLOR:2:0:1]
[CASTE:BLUE]
[MALE]
[CASTE_NAME:blue slime:blue slimes:blue slime]
[POP_RATIO:50]
[CASTE_TILE:248][CASTE_COLOR:1:0:1]
[CASTE:YELLOW]
[MALE]
[CASTE_NAME:yellow slime:yellow slimes:yellow slime]
[POP_RATIO:25]
[CASTE_TILE:'o'][CASTE_COLOR:6:0:1]
[CASTE:RED]
[MALE]
[CASTE_NAME:red slime:red slimes:red slime]
[POP_RATIO:25]
[CASTE_TILE:'o'][CASTE_COLOR:4:0:0]
[CASTE:PURPLE]
[MALE]
[CASTE_NAME:purple slime:purple slimes:purple slime]
[POP_RATIO:10]
[CASTE_TILE:9][CASTE_COLOR:5:0:0]
[CASTE:ORANGE]
[MALE]
[CASTE_NAME:orange slime:orange slimes:orange slime]
[POP_RATIO:10]
[CASTE_TILE:9][CASTE_COLOR:4:0:1]
[CASTE:PINK]
[FEMALE]
[LITTERSIZE:20:50]
[CASTE_NAME:pink slime:pink slimes:pink slime]
[POP_RATIO:5]
[CASTE_TILE:248][CASTE_COLOR:5:0:1]
[SELECT_CASTE:GREEN]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen green slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen green slime]
[STATE_NAME:LIQUID:green slime]
[STATE_NAME_ADJ:LIQUID:green slime]
[STATE_NAME:GAS:boiling green slime]
[STATE_NAME_ADJ:GAS:boiling green slime]
[STATE_COLOR:ALL:GREEN]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[BODY_SIZE:0:0:1000]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_CASTE:BLUE]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen blue slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen blue slime]
[STATE_NAME:LIQUID:blue slime]
[STATE_NAME_ADJ:LIQUID:blue slime]
[STATE_NAME:GAS:boiling blue slime]
[STATE_NAME_ADJ:GAS:boiling blue slime]
[STATE_COLOR:ALL:AZURE]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[SYNDROME]
[SYN_NAME:slime slowing]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:END:8400] (lasts a week)
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[SYNDROME]
[SYN_NAME:slime slowing]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:END:8400]
[BODY_SIZE:0:0:1500]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:AZURE:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_CASTE:YELLOW]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen yellow slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen yellow slime]
[STATE_NAME:LIQUID:yellow slime]
[STATE_NAME_ADJ:LIQUID:yellow slime]
[STATE_NAME:GAS:boiling yellow slime]
[STATE_NAME_ADJ:GAS:boiling yellow slime]
[STATE_COLOR:ALL:LEMON]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[SYNDROME]
[SYN_NAME:slime calmness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:-20:FACET:VIOLENT:-20:FACET:HATE_PROPENSITY:-20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:PLEASURE:START:0:END:120]
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[SYNDROME]
[SYN_NAME:slime calmness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:-20:FACET:VIOLENT:-20:FACET:HATE_PROPENSITY:-20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:PLEASURE:START:0:END:120]
[BODY_SIZE:0:0:2000]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:LEMON:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_CASTE:RED]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen red slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen red slime]
[STATE_NAME:LIQUID:red slime]
[STATE_NAME_ADJ:LIQUID:red slime]
[STATE_NAME:GAS:boiling red slime]
[STATE_NAME_ADJ:GAS:boiling red slime]
[STATE_COLOR:ALL:MAROON]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[SYNDROME]
[SYN_NAME:slime anger]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:20:FACET:VIOLENT:20:FACET:HATE_PROPENSITY:20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:RAGE:START:0:END:120]
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[SYNDROME]
[SYN_NAME:slime anger]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:20:FACET:VIOLENT:20:FACET:HATE_PROPENSITY:20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:RAGE:START:0:END:120]
[BODY_SIZE:0:0:2500]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:MAROON:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_CASTE:PURPLE]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen purple slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen purple slime]
[STATE_NAME:LIQUID:purple slime]
[STATE_NAME_ADJ:LIQUID:purple slime]
[STATE_NAME:GAS:boiling purple slime]
[STATE_NAME_ADJ:GAS:boiling purple slime]
[STATE_COLOR:ALL:VIOLET]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[SYNDROME]
[SYN_NAME:slime disorientation]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_DIZZINESS:START:10:PEAK:2400:END:4800]
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[SYNDROME]
[SYN_NAME:slime disorientation]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SLIME:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_DIZZINESS:START:10:PEAK:2400:END:4800]
[BODY_SIZE:0:0:3000]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:VIOLET:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_CASTE:ORANGE]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen orange slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange slime]
[STATE_NAME:LIQUID:orange slime]
[STATE_NAME_ADJ:LIQUID:orange slime]
[STATE_NAME:GAS:boiling orange slime]
[STATE_NAME_ADJ:GAS:boiling orange slime]
[STATE_COLOR:ALL:PUMPKIN]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:IMPALE:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:impale:impales]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[BODY_SIZE:0:0:3000]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:PUMPKIN:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_CASTE:PINK]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen pink slime]
[STATE_NAME_ADJ:ALL_SOLID:frozen pink slime]
[STATE_NAME:LIQUID:pink slime]
[STATE_NAME_ADJ:LIQUID:pink slime]
[STATE_NAME:GAS:boiling pink slime]
[STATE_NAME_ADJ:GAS:boiling pink slime]
[STATE_COLOR:ALL:PINK]
[PREFIX:NONE]
[TISSUE:SLIME]
[TISSUE_NAME:slime:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
[EXTRACT:LOCAL_CREATURE_MAT:SLIME]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[BODY_SIZE:0:0:1000]
[SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
[TL_COLOR_MODIFIER:PINK:1]
[TLCM_NOUN:slime:SINGULAR]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
[SELECT_CASTE:ALL]
[NOT_BUTCHERABLE]
[PREFSTRING:squishiness]
[FREQUENCY:20]
[CLUSTER_NUMBER:2:10][LOOSE_CLUSTERS]
[LARGE_ROAMING]
[EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOBONES]
[NATURAL]
[ALL_ACTIVE]
[NO_SLEEP]
[NO_DIZZINESS]
[NO_FEVERS]
Should probably warn you that you spelled subterranean wrong (obviously the tags will only work if everything is spelled correctly :P).
[SPHERE_ALIGNMENT:LAW:-128]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
Another question:
will this work?Code: [Select][USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
Trying to make entity definitions for my Streakers, which should appear in both good and evil biomes. I am trying to make it so they settle in both too.
Do negative values work for sphere alignment?
EgCode: [Select][SPHERE_ALIGNMENT:LAW:-128]
Thanks
[CASTE:GULLY]
[MALE]
[CASTE_NAME:gully dwarf:gully dwarves:gully dwarf]
[BABYNAME:dwarven baby boy:dwarven baby boys] Revision: added baby names.
[CHILDNAME:dwarven boy:dwarven boys] Revision: added child names.
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[MAXAGE:20:30]
[NOFEAR]
[HUNTS_VERMIN]
[ADOPTS_OWNER]
[DESCRIPTION:A short, sturdy man fond of babbling and rat-catching.]
[POP_RATIO:5]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
I wanted to give this disorder [UTTERANCES] but doing so changes the language used by all dwarves in naming themselves and their civilizations to that of [UTTERANCES]. Might give it [TRAINABLE], just so they aren't completely useless.
I'm creating some castes to simulate disorders and birth defects, to add difficulty and flare. Some are going to be purely decorative, such as dwarves whose eyes are completely one colour, while others are going to be more severe, such as dwarves with prehensile tails, or dwarves who are born without vital organs. Here's the first caste, which represents a severe defect known as gully syndrome.
I actually used milk as a material for a plant, which also produces cheese (and has both its milk and cheese defined and everything), maybe thats it, but if the materials been defined and used, properly as far as im aware, then how could it be "leaking" into other object definitions? And why so far down the line? That part makes zero sense.Its weird, and I'm not exactly sure why it happens - I haven't noticed the bug on my end either for a long time until the errorlog started vomiting up stuff about gila monster leather and parchment material being undefined.
So taking away the milk and replacing it with an extract with the milk reaction class and everything does remove the error, but it also prevents me from making cheese from it. Oh well, if thats the price of not having to hear about chicken cheese ever again, then whatever.
Whats weird is this plant has been setup that way for over a year or two now with no problems until january...
Cheese critters work. Theyre made of cheese and you can eat it. The egg layers even lay cheese eggs that can be eaten raw, but still hatch correctly.
I also made a horrible, horrible giant hornet that turns critters into hornets like itself and even have a werecurse associated with them. I am now making a weresnail with iron scales and shell (https://en.wikipedia.org/wiki/Scaly-foot_gastropod), because frankly thats terrifying.
Part of the discrepency is probably that all animals share the same skin/muscle/fat/bone tissue ratios and bodypart relsizes and attribute values that humans have, when in reality thats not the case; some species just pack more muscle and less fat per cubic centimeter than humans do. So df is treating every animal like its just a different-sized quadrapedal human.
You could make them more muscular (increase the ratio of muscle vs skin and fat), give them higher average strength values, and maybe low natural skills to compensate.
Speaking of, it seems allowing anacondas to grapple with their tails doesn't make them any less pathetic when tagged with a titan tooth spear...
Speaking of, it seems allowing anacondas to grapple with their tails doesn't make them any less pathetic when tagged with a titan tooth spear...
Snake tails are very small though. Allow them to grapple with their bodies instead. Nothing will break that grip.
Making some long overdue changes to how i handle materials in all my mods. Gotta put them in a creature instead of organics, ive been lazy. Too many forgotten beasts made of weird things...
It takes a long ass time and i cant decide what i want the creatures to be, if anything.
* Reworked strawberries, fisher berries, prickle berries, and sun berries to behave sanely.
* Made pod-bearing plants work like rock nuts instead.
* Converted abaca and banana trees into shrubs so they'd actually show up.
* Fixed cave floaters and cave blobs having megabeast-tier skin.
Made soulless servants for the wizard entities. Humans that literally lack personal will or ambition, feel no real emotions and are immune to stress and totally obedient, making them the perfect servants and guards for mad magic scientists to use. 90% of them can learn and speak despite lacking personality, the rest can only be war trained.
Like pawns from dragons dogma, kinda. Or living zombies. Thinking about ways to acquire them other than buying them off caravans and breeding them. Maybe wizards can turn goats and stuff into mindless, soulless people or something.
Theres also gotta be a way to show that most non-slaving civilizations, like normal dwarves, believe this to be unethical, while still technically allowing the player to do it. Something that gives your dwarves bad thoughts for making them do this.
Got done with the things for my horror pack update. Should be pretty interesting to deal with - wild ones will have a chance of infecting creatures on attacks, at which point there'll be a chance the infected will transform into a berserk thing once in combat - meanwhile there'll also be ones formed by deity curses, which may or may not visit forts - I'm not sure what'd be a good non-obvious way to spread the infection though - for now if you drink or even make skin contact with the imitator's blood there's a chance for infection.
so... i replaced the bee's vermin_bite material from VENOM to MEAD and ended up with the most hilarious hive.Yeah, you need to make the injected concentration lower - when I first made alementals for my Warcraft pack, their bites would inject alcohol into the blood and due to the concentration being too high the bite would always result in lethal alcohol poisoning.
ever seen a drunk cat?
edit: on a side note, this seems to have made it potentially lethal, i've a few cats and dogs that died from alcohol poisoning.
so... i replaced the bee's vermin_bite material from VENOM to MEAD and ended up with the most hilarious hive.Yeah, you need to make the injected concentration lower - when I first made alementals for my Warcraft pack, their bites would inject alcohol into the blood and due to the concentration being too high the bite would always result in lethal alcohol poisoning.
ever seen a drunk cat?
edit: on a side note, this seems to have made it potentially lethal, i've a few cats and dogs that died from alcohol poisoning.
Aw man why didnt i think of laying bee swarms...
I tried to make a shrub with log and spear shaped growths. Waiting to find out if that actually worked. The errorlog doesnt like the spear one, though. I guess it cant accept an item group and subgroup? More after i actually encounter one of these things. I want to gnow what sort of item growths work.
Maybe it can grow bees?
I'm trying to update my mods. I noticed that my "mythical"/not actually real creatures leave "nothings" in the list of creatures available in the art menus. It has something to do with their castes.
It doesn't seem to be a real issue, but I'm not sure where the problem is coming from. Here's one of the creatures as an example, does anyone see what's wrong.
[CREATURE:STARDESTROYER]
[NAME:star destroyer:star destroyers:star destroyer]
[CREATURE_TILE:'V'][COLOR:7:0:0]
[FANCIFUL]
[DOES_NOT_EXIST]
[PREFSTRING:resemblence to pizza]
[PREFSTRING:ominous shadows]
[PREFSTRING:gigantic wreckage]
[ALL_ACTIVE]
My cheese critters make more magic wax than cheese when butchered. It currently has no use, sits in the food stockpile in globs and doesnt rot. What should i do with it? Should it be an alchemy ingredient, or just be used to turn more normal critters into cheese critters?Magic wax, might make a wax coating for weapons, in form of magic wax gems. Refine wax to wax2 to wax gem/crystal. Maybe a shaman/alechemist toy item that can be only made from wax.
might make a wax coating for weapons
My cheese critters make more magic wax than cheese when butchered. It currently has no use, sits in the food stockpile in globs and doesnt rot. What should i do with it? Should it be an alchemy ingredient, or just be used to turn more normal critters into cheese critters?
In other mods, this mountain boar semi-megabeast is insanely tough to kill and deadly as hell. The fairy kings not so much. They get their asses handed to them by unarmed recruits.
Re:wax, why not make it part of a type of cheesemaking? Could use it to get rid of rot/miasma. Long-haul cheese for midnight dwarventruckersadventurers.
Been trying to think of how to make an alcoholic soured milk drink work recently.To assist you, here's a "bucketful of milk into bucketful of hospital water".
I'm gathering that the only way to transform an individual within a fort to another caste is with dfhack shenaniganry
CE_BODY_TRANSFORMATION : "Transforms into another creature." (but their personality and xp and attributes probably reset to random...)
Currently testing a new rebalance for ranged weapons. By design, bows now will loose velocity from heavier (e.g. silver) projectiles, but have a constant momentum, while crossbows will have a constant velocity, but gain momentum from heavier projectiles.I would bet someone made a dfhack plugin that can measure velocity of objects, just to measure velocity and momentum of minecarts. try the dfhack thread maybe?
Although I've run all the calculations using the ranged momentum formula from the wiki, it would be really handy to have some way of measuring the precise momentum in the game - you never know which values DF may be rounding up and in what direction. Also, I'm not sure if the projectile's velocity has any actual effect on combat, when the momentum is constant.
Arg1 is the suffix
[CREATURE_VARIATION:ADD_SUFFIXED_MEAT_TISSUE_LAYER]
--create suffixed material and tissue, and assign tissue material
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:MUSCLE_!ARG1:MUSCLE_TEMPLATE]
[CV_NEW_TAG:USE_TISSUE_TEMPLATE:MUSCLE_!ARG1:MUSCLE_TEMPLATE]
[CV_NEW_TAG:TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE_!ARG1]
--Layer suffixed muscle
[CV_NEW_TAG:TISSUE_LAYER:BY_CATEGORY:ALL:MUSCLE_!ARG1]
[APPLY_CREATURE_VARIATION:ADD_SUFFIXED_MEAT_TISSUE_LAYER:TOXIC]
is there a way to allow a creature to mine without having a pickaxe equipped?Invader creatures and cave creatures can not dig. It's a citizen labor, invading army cannot dig. Yet.
For some reason, I spent a while tallying up creature diversity in every biome. If somebody wants to read over the results, here they are.GIANT variants account for most of the savage creatures, I suppose. Giant versions of tiny insects too.
I hadn't realized just how many more types of creatures there are in most Savage biomes before.
is there a way to allow a creature to mine without having a pickaxe equipped?Invader creatures and cave creatures can not dig. It's a citizen labor, invading army cannot dig. Yet.
It's a design decision that only pick-using citizens can dig.
*ahem* (http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#digginginvaders). No idea if it still works, but I was considering using it myself at some stage, so tell me how it goes.is there a way to allow a creature to mine without having a pickaxe equipped?Invader creatures and cave creatures can not dig. It's a citizen labor, invading army cannot dig. Yet.
It's a design decision that only pick-using citizens can dig.
Wasn't there a way to do digging invaders through dfhack or did I imagine that?
Really puts a damper on antman fort if they have to use pickaxes :( shame
The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...A breath attack that does a little stun, and the breath attack can be used every other turn?
The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...A breath attack that does a little stun, and the breath attack can be used every other turn?
can make the "breath" attack just a direct interaction that just stuns for a sec to allow them to get in range
I think OldGen's mind flayers could use that direct interaction, could you share the successfully tested one?
Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).
Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).
Perhaps you could just take ticks off the ATTACK_PREPARE_AND_RECOVER:3:3?
At 1:1 an opposing melee unit would never get a chance to respond. A ranged unit (depending on skill) would have 1-2 shots at 20 tile distance (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#VIEWRANGE) before the Diclonius gets to vector-maul them.
Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).
Perhaps you could just take ticks off the ATTACK_PREPARE_AND_RECOVER:3:3?
At 1:1 an opposing melee unit would never get a chance to respond. A ranged unit (depending on skill) would have 1-2 shots at 20 tile distance (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#VIEWRANGE) before the Diclonius gets to vector-maul them.
I did that. It seems to work fine against single enemies. Not so much against crowds - the Diclonius usually gets injured against groups larger than six (sometimes fatally). So I feel the stun attack is still necessary.
Apparently world gen doesn't like pets with the LIGHT_GEN tag.Good find. I have glowfrogs with pet_exotic that aren't pets very often. And a light_gen dwarf caste (pyrokinetic forge masters, Obsidian Clan).
...
And in my fort there was this one critter, just a dumb animal in a pasture, that would occasionally cast a spell on itself. Not while it was in combat or anything, and i have no idea how it could have gotten hold of a magic essence or anything. And i was never visited by a wizard. Not even one of my dwarves knew magic because i hadnt been testing those reactions. But here gobbles the fucking magic turkey.
It looks like you might have made a typo somewhere on the names of tissues defined versus where they're called for placement in the body detail plan. like maybe you defined a tissue called SKIN_MONSTROUS but in the detail plans you told it to look for one called SKIN_ONSTROUS or something. The program doesnt like typos, so I'd check for that first.No dice; everything (except the hair tissue, which was missing a "_T" I chucked at the end last night to differentiate it from the material) is exactly the same as the definitions in the files.
[ATTACK:PUSH:BODYPART:CATEGORY:BODY_UPPER]
[ATTACK_SKILL:WRESTLING]
[ATTACK_VERB:tackle:tackles]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:200]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
Been playing around with golems. They're 100k sized versions of Toady's element men. Varieties are the folklorish clay and mud, plus two nods to Kingdom of Loathing (https://en.wikipedia.org/wiki/Kingdom_of_Loathing) in a meat golem and a hedge golem.
Partially inspired by Hugo_The_Dwarf's New Mod Ideas thread (http://www.bay12forums.com/smf/index.php?topic=168096.msg7848805#msg7848805) and the old immolation tackle attack from the now defunct MUD Grendel's Cave (https://en.wikipedia.org/wiki/Grendel%27s_Cave), I added in a primary tackling attack for golems:
[ATTACK:ELBOW_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:JOINT]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:strike:strikes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_VELOCITY_MODIFIER:1500]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KNEE_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:LEG_LOWER:BY_TYPE:JOINT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:strike:strikes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:5]
[ATTACK_VELOCITY_MODIFIER:2000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:SHOULDER_TACKLE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_UPPER:BY_TYPE:JOINT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:tackle:tackles]
[ATTACK_CONTACT_PERC:5000]
[ATTACK_PREPARE_AND_RECOVER:3:4]
[ATTACK_VELOCITY_MODIFIER:5000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:LOWER_ARM_BASH:BODYPART:BY_CATEGORY:ARM_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:bash:bashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_VELOCITY_MODIFIER:1250]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.You were the only one.
sameVery nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.You were the only one.
Now I can't unsee it.
me too. also, pyramid.sameVery nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.You were the only one.
Now I can't unsee it.
Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.To me it looks like it’s putting its hands behind its head as if lying on the floor.
I see what you mean. It depends on whether you look at the middle set of horn/claw like things as claws coming from the hands or horns protruding from just below the shoulders (and whether the shoulders are at eye height or just above hip height).Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.To me it looks like it’s putting its hands behind its head as if lying on the floor.
Been playing around with golems. They're 100k sized versions of Toady's element men. Varieties are the folklorish clay and mud, plus two nods to Kingdom of Loathing (https://en.wikipedia.org/wiki/Kingdom_of_Loathing) in a meat golem and a hedge golem.
Partially inspired by Hugo_The_Dwarf's New Mod Ideas thread (http://www.bay12forums.com/smf/index.php?topic=168096.msg7848805#msg7848805) and the old immolation tackle attack from the now defunct MUD Grendel's Cave (https://en.wikipedia.org/wiki/Grendel%27s_Cave), I added in a primary tackling attack for golems:
I have also made these attacks too:Code: [Select][ATTACK:ELBOW_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:JOINT]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:strike:strikes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_VELOCITY_MODIFIER:1500]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KNEE_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:LEG_LOWER:BY_TYPE:JOINT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:strike:strikes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:5]
[ATTACK_VELOCITY_MODIFIER:2000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:SHOULDER_TACKLE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_UPPER:BY_TYPE:JOINT]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:tackle:tackles]
[ATTACK_CONTACT_PERC:5000]
[ATTACK_PREPARE_AND_RECOVER:3:4]
[ATTACK_VELOCITY_MODIFIER:5000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:LOWER_ARM_BASH:BODYPART:BY_CATEGORY:ARM_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:bash:bashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_VELOCITY_MODIFIER:1250]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
You can probably tweak the prepare:recovery but should work for most means
I've been playing this game for about six years, and I've never seen this before.Yeah, when you enter arena mode, it procedurally generates one were. You just happened to get a wolf.
I was in the object testing arena, testing things, when I finally found proof that it's actually possible to have literal werewolves.Spoiler (click to show/hide)
Maybe it relates to the mechanic that shows you, in adventure mode, which body parts are currently the easiest/hardest targets? Body armor adds difficulty to hit on the body parts it covers, and the ai is choosing the easiest targets?
... (sextuple-crocodiles, for six legs, get it? Sextudiles) ...I'm partial to "hexagator" myself.
Now theyre aggressive and go after intruders like theyre supposed to. However, when i penned all the hatchlings in into my depot enclosure and let a couple goblins in, they went totally nuts. Not just on the goblins, but each-other.I've observed similar behavior in tamed badgers in my fort. They weren't "war trained" but fully domesticated. They would occasionally attack and kill one another in their walled-off pasture.
Crashing. Lots of them.Towns would cause me to crash in adventure mode until I turned off TWBT.
Specifically crashing when entering towns. Anyone know what's happening?
I've observed similar behavior in tamed badgers in my fort. They weren't "war trained" but fully domesticated. They would occasionally attack and kill one another in their walled-off pasture.Could it be related to the prone_to_rage tag? Worth a shot removing that i guess.
Sure, but my point was that after six years that was the first actual wolf I've seen.I had to do something similar; werelizards are massively overrepresented. Per Toady, it's because "lizard" is a rather generic label. Still seems a bit much, if you ask me.
I've even intentionally restarted Arena mode over and over to try and generate a wolf, but it didn't work at the time.
I had to do something similar; werelizards are massively overrepresented. Per Toady, it's because "lizard" is a rather generic label. Still seems a bit much, if you ask me.
Maybe its the noemotion or nofear tags? I dont want them "experiencing emotional shock" during combat and freezing up while intruders stab them to death, but hopefully some better discipline and willpower will make up for those?Maybe some [PERSONALITY:STRESS_VULNERABILITY:0:45:100] for that.
Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.Fallout Equestria has a slave trader civ, and the way I implemented slaves (after changes to DF AI rendered the previous implementation non-functional) was by adding special slave creatures to the slaver civ using the ANIMAL token and then running a custom reaction with a script attached that converts them to a second kind of creature and adds various data to make them count as citizens (I literally just copied, tweaked and stuck a wrapper around part of the create-unit script). For something that was fixed to the point of "unfinished but basically functional" and left so that I could focus on updating/fixing/expanding other things, it works mostly fine (I get very rare crashes when running the script, but those go away when reloading after a precautionary quicksave so *shrugs*). I don't know how close that is to what you want, but it is at least a starting point.
What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?
The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.
EDIT: Serious question, is this too edgy?I doubt it. Being edgy requires having wide standing social boundaries to cross. As the home of bearded midgets igniting knife eared hippie cannibals with the blood of the earth for !!Science!!, we don't really acknowledge those round these parts.
Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.Fallout Equestria has a slave trader civ, and the way I implemented slaves (after changes to DF AI rendered the previous implementation non-functional) was by adding special slave creatures to the slaver civ using the ANIMAL token and then running a custom reaction with a script attached that converts them to a second kind of creature and adds various data to make them count as citizens (I literally just copied, tweaked and stuck a wrapper around part of the create-unit script). For something that was fixed to the point of "unfinished but basically functional" and left so that I could focus on updating/fixing/expanding other things, it works mostly fine (I get very rare crashes when running the script, but those go away when reloading after a precautionary quicksave so *shrugs*). I don't know how close that is to what you want, but it is at least a starting point.
What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?
The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.QuoteEDIT: Serious question, is this too edgy?I doubt it. Being edgy requires having wide standing social boundaries to cross. As the home of bearded midgets igniting knife eared hippie cannibals with the blood of the earth for !!Science!!, we don't really acknowledge those round these parts.
44.10 1.7: Variable value ranges for humans, based on old fixed values, also including knowledge. Fixed kobolds having mannerisms for hair. Added kobold-specific profession names and more varied coloration. Added caste-specific profession names to various sentients for flavor. Restored civilian use of non-metal caps, made metal/wood mask wearable as armor. Added footwraps. Added to kobold and Resurfaced clothing/armor.
44.10 1.8: Rebalanced layering of masks and helms so that one can wear all three but can't double up on masks, applied flavor profession names to the Resurfaced species that don't use creature variation.
And it's up. (http://www.bay12forums.com/smf/index.php?topic=172869.0) I made dinosaurs. 5 months of dinosaurs. I have now had sufficient dinosaurs.*I've been completely outmodded :P
*That sentence is a lie.
I asked him about it in Future of the Fortress a year or two back.I had to do something similar; werelizards are massively overrepresented. Per Toady, it's because "lizard" is a rather generic label. Still seems a bit much, if you ask me.
I didn't know Toady had talked about the rationale for werecreature populations. Where was that?
Thanks.No problem.
Levity, I might borrow your dragons. My own chromatic dragons cause the game to crash with no clues
Took significantly longer than I should thanks to burnout.me_irl rn
...these asexual fox people sure are thirsty. They're becoming world famous smut peddlers.
The game doesn't care about height, only volume as measured in cubic centimeters. All you need to do is set the adult size to 3629.
Also, I'm surprised flamingos are that light.
How on earth did they all end up asexual anyway? What are the odds on that?
All of the scholars and scribes just keep making up new books like "Uncanny Reproduction", "Mating for the Beginning Practitioner", "It All Begins With Mating", "Mating Within Reason", "An Offering Of Reproduction"...
At the request of one of my friends, I added a few custom races / transformations. First up, yuan-ti dwarves and a ritual "workshop" to summon a syndrome "potion" bar that promptly detonates, giving them fangs and a long-lasting venom that causes numbness, dizziness, and eventual necrosis if untreated for a long time.
Secondly, warframes. My fortress now has a "Helminth Nest" to turn new recruits into a random warframe. Thanks to the caste system, making variants of "metal creature xyz" is fairly simple. Ember throws fire in balls and jets, Excalibur gets an integrated sword-arm, Mesa gets a hack-job gun using material emission, and Titania gets a similar ability but can fly. It'll take me a little bit to finish them, but the error log is clean so far.
How are you managing to turn one creature into another and still have it on your side?
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:EXCALIBUR]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:EXCALIBURUMBRA]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:EMBER]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:TITANIA]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:MESA]
"DWARFWF" is a copy of 90% of the normal dwarf raws, so it behaves basically the same, minus the need to eat, drink, sleep, or breathe. There's also the whole metal body thing, but w/e.
Types are hardcoded but materials are not, you could make a silk chair but it's always going to be named a 'chair' unfortunately.
Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?
Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?Wandering Goblin Adventurers are fun.
How to specify that an ITEM_xxxx reagent must be damaged? I prevented leather-clothes-into-thread with a custom reaction
Someone who edits the DF wiki a lot, please add the names of the workshops, for modders. Took a while to find that "CLOTHES" was the valid workshop name, found it in the string dump.
I realized how low default raw populations of cave creatures and even savage creatures are. so I'm making a quick raw edit mod that increases a lot of the lower populations and lifespans, because mass extinctions need to be more difficult to achieve.
Hey, you and Deon's Genesis mod is pretty good. What's you guys' policy on credited borrowing? Because my mod does borrow some things from Genesis (and other mods), but it does give credit (to all mods that I "borrowed" from). Both in the raws themselves and in a separate credits file.Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?Wandering Goblin Adventurers are fun.
I removed the male and female parts to be more vanilla-compatible. Some body parts might still complain, check errorlog when adding.Spoiler (click to show/hide)
Hey, you and Deon's Genesis mod is pretty good. What's you guys' policy on credited borrowing?Borrow away, Deon and I give permission to everyone. OldGenesis mod has only 110-230 users.
Because my mod does borrow some things from Genesis (and other mods), but it does give credit (to all mods that I "borrowed" from). Both in the raws themselves and in a separate credits file.
Doing some rebalancing - seems like 12000 fixed temp works for having creatures still cause melting with grabs and the like, but it doesnt cause fires to pop up (atleast in the arena's grassy area) - meanwhile still allows my Burning Wrath megabeast to survive its magma blood and have its corpse burn up on death.That's a pretty nice discovery. But couldn't you make the materials the creature is made of be fireimmune?
Might have some releases out this week, currently working on adding sounds for biome revamp creatures, rewrote some descriptions of them too - also have a civilized race addon nearly finished for it.
That's a pretty nice discovery. But couldn't you make the materials the creature is made of be fireimmune?
Yeah, the material stuff that makes the creature actually immune to heat damage would prevent the corpse from burning up.I misunderstood. I thought you wanted to prevent that.
So i was thinking, as i have things now dwarves have to eat the spell essences to learn magic, so the player has to tightly control food distribution to make sure the right dwarves learn the right spells. But this morning i had a thought; maybe if it was a live vermin the reaction produced with a 100% chance to bite, delivering the spell syndrome. It would allow high transmission rates, quickly, with less micromanagement (only have to keep cats out of the magic station.)Why not just rely on evaporating rocks instead of hoping for a vermin bite? Sure, there is a chance the dwarf won't breathe in the spell-teaching gas but you can handwave that away as "failure to learn".
However, i also wanted to implement essence copying, and although having vermin all over the place biting people would technically allow other candidates to wander in and get bit, but the vermin would wander off and get eaten eventually anyway. So it wouldnt reliably allow one to save the essence for later education.
What if, the first "research" reactions produce a tool or something related to the essence, and then another "learning" reaction consumes that and creates the vermin? Is that too many steps for a new player? You also have to create aether residue to "fuel" essence production in the first place.
That was actually the 2.0 version, and it was working so poorly that a lot of players complained, hence why ive been looking for a better alternative. Its really a nightmare in general without a way to just read a book and learn like its a secret, and secrets are hard to come by.Thanks for pointing that out.
Als9 you quoted that post twice :v
That was actually the 2.0 version, and it was working so poorly that a lot of players complained, hence why ive been looking for a better alternative. Its really a nightmare in general without a way to just read a book and learn like its a secret, and secrets are hard to come by.Serious question. How committed are you to not using DFHack?
Als9 you quoted that post twice :v
modtools/reaction-trigger -reactionName ARBITRARY_CUSTOM_REACTION -resetPolicy ResetDuration -syndrome "Syndrome that grants Magic Interactions"
Thanks!Hey, you and Deon's Genesis mod is pretty good. What's you guys' policy on credited borrowing?Borrow away, Deon and I give permission to everyone. OldGenesis mod has only 110-230 users.
Because my mod does borrow some things from Genesis (and other mods), but it does give credit (to all mods that I "borrowed" from). Both in the raws themselves and in a separate credits file.
I think I'm most proud of the leather tiers and wood tiers. Deon made most of the dwarf castes, I added learns-military and learning-disability and posh-noble castes.
Am I a real modder now?
I thought the great thief Yatagarasu was just a young girl and not a freak of nature?
[PERMITTED_REACTION:METALWOOD_PICK]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_PICK]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PICK]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PICK]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PICK]
WEAPONS:
SWORDS:
[WEAPON:ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_SABER]
[PERMITTED_REACTION:METALWOOD_SABER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SWORD_SABER]
[WEAPON:ITEM_WEAPON_RAPIER_ZM5]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_RAPIER]
[PERMITTED_REACTION:METALWOOD_RAPIER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_RAPIER]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_2SWORD2]
[PERMITTED_REACTION:METALWOOD_2SWORD2]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_SWORD_2H2]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SWORD_2H2]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SWORD_2H2]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SWORD_2H2]
AXES:
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_AXE]
[PERMITTED_REACTION:METALWOOD_RAPIER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_RAPIER]
[WEAPON:ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_HALBERD]
[PERMITTED_REACTION:METALWOOD_HALBERD]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_HALBERD]
HAMMERS:
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:METALWOOD_HAMMER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:CRYSTALLEAR_GLASS_ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:METALWOOD_MAUL]
[WEAPON:ITEM_WEAPON_HORSEMANS_PICK_ZM5]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_HORSEMANS_PICK]
[PERMITTED_REACTION:METALWOOD_HORSEMANS_PICK]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_HORSEMANS_PICK]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
MACES:
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_MORNINGSTAR]
[PERMITTED_REACTION:METALWOOD_MORNINGSTAR]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_MACE]
[PERMITTED_REACTION:METALWOOD_MACE]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MACE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MACE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MACE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MACE]
SPEARS:
[WEAPON:ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_SPEAR]
[PERMITTED_REACTION:METALWOOD_SPEAR]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_STAFF]
[PERMITTED_REACTION:METALWOOD_STAFF]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_STUDDED_STAFF]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_STUDDED_STAFF]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_STUDDED_STAFF]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_STUDDED_STAFF]
PIKES:
[WEAPON:ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_PIKE]
[PERMITTED_REACTION:METALWOOD_PIKE]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PIKE]
WHIPS:
[WEAPON:ITEM_WEAPON_DDU_CAT_O_NINE_TAILS]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_CAT]
[PERMITTED_REACTION:METALWOOD_CAT]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_CAT]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_CAT]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_CAT]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_CAT]
KNIVES:
[WEAPON:RHENAYAS_DROW_ITEM_WEAPON_DAGGER]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_KNIFE]
[PERMITTED_REACTION:METALWOOD_KNIFE]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_KNIFE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_KNIFE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_KNIFE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_KNIFE]
GUNS:
[WEAPON:ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:METALWOOD_PISTOL]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PISTOL]
[WEAPON:ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:METALWOOD_MUSKET]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MUSKET]
[AMMO:ITEM_AMMO_BULLET]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_BULLET]
[PERMITTED_REACTION:METALWOOD_BULLET]
[PERMITTED_REACTION:GEM_ITEM_AMMO_BULLET]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_AMMO_BULLET]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_AMMO_BULLET]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_AMMO_BULLET]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[PERMITTED_REACTION:METALWOOD_BREASTPLATE]
[PERMITTED_REACTION:GEM_ITEM_ARMOR_BREASTPLATE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_ARMOR_BREASTPLATE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_ARMOR_BREASTPLATE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_ARMOR_BREASTPLATE]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[PERMITTED_REACTION:METALWOOD_MAIL_SHIRT]
[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_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[PERMITTED_REACTION:GEM_HELM]
[PERMITTED_REACTION:GLASS_CLEAR_HELM]
[PERMITTED_REACTION:GLASS_GREEN_HELM]
[PERMITTED_REACTION:GLASS_CRYSTAL_HELM]
[PERMITTED_REACTION:METALWOOD_HELM]
[HELM:ITEM_HELM_CAP:COMMON]
[PERMITTED_REACTION:METALWOOD_CAP]
[PERMITTED_REACTION:GEM_ITEM_HELM_CAP]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_HELM_CAP]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_HELM_CAP]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_HELM_CAP]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_COIF_ZM5:COMMON]
[PERMITTED_REACTION:METALWOOD_COIF]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[PERMITTED_REACTION:METALWOOD_GAUNTLET]
[PERMITTED_REACTION:GEM_ITEM_GLOVES_GAUNTLETS]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_GLOVES_GAUNTLETS]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_GLOVES_GAUNTLETS]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_GLOVES_GAUNTLETS]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:UNCOMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[PERMITTED_REACTION:GEM_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:METALWOOD_HIGH_BOOT]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[PERMITTED_REACTION:GEM_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:METALWOOD_LOW_BOOT]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[HELM:ITEM_HELM_TURBAN:RARE]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:RARE]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PERMITTED_REACTION:GEM_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:METALWOOD_GREAVES]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PERMITTED_REACTION:METALWOOD_LEGGINGS]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:METALWOOD_SHIELD]
[PERMITTED_REACTION:GEM_ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHIELD_SHIELD]
[SHIELD:RHENAYAS_DROW_ITEM_SHIELD_PARRY_DAGGER_LARGE]
[PERMITTED_REACTION:METALWOOD_DAGGER_PARRY]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHIELD_KNIFE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHIELD_KNIFE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHIELD_KNIFE]
[PERMITTED_REACTION:GEM_ITEM_SHIELD_DAGGER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TRAPCOMP:ITEM_TRAPCOMP_KO_DF_NEEDLEMASS]
[TRAPCOMP:ITEM_TRAPCOMP_KO_DF_NECKBREAK]
[TRAPCOMP:ITEM_TRAPCOMP_KO_DF_FAN]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_FAN]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_FAN]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_FAN]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_FAN]
Those are weapons, armors and trap components for the first entity, the high men. A lot of reactions were already made by the mods' authors (Meph, GoblinCookie, than402), but there was a lot to be done regardless.You got a lot on your plate for sure! How did it end up needing reactions for each item? Can they not be generically made or what?
[CREATURE:BOO_SQ]
[DESCRIPTION:A miniature version of a gigantic rodent used to power gnomish spelljammers.]
[NAME:miniature giant space hamster:miniature giant space hamsters:miniature giant space hamster]
[CASTE_NAME:miniature giant space hamster:miniature giant space hamsters:miniature giant space hamster]
[CREATURE_TILE:249][COLOR:7:0:0]
[CREATURE_CLASS:MAMMAL]
[PETVALUE:10]
[VERMIN_EATER][PENETRATEPOWER:2][FREQUENCY:50][VERMIN_HATEABLE][VERMIN_GROUNDER]
[GNAWER:gnawed]
[BENIGN][SMALL_REMAINS][NATURAL][PET]
[VISION_ARC:50:310]
[NOT_BUTCHERABLE]
[BIOME:NOT_FREEZING][SAVAGE]
[POPULATION_NUMBER:250:500]
[PREFSTRING:fierceness]
[PREFSTRING:going for the eyes]
[PREFSTRING:righteous rage]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:5TOES_RQ_REG:MOUTH:RODENT_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]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[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:0:0:150]
[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:18:20]
[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:GRASP_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]
[CREPUSCULAR][NOCTURNAL]
[HOMEOTHERM:10067]
[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:ALL:HAIR]
[TL_COLOR_MODIFIER:MOTTLED_WHITE_BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
Suddenly, I'm much more interested in making tiles.I've been trying to learn for a while, since it's an area where I am lacking and want to not lack in. It's damn frustrating.
I just now realized in order for my mods to be usable on steam graphics thing I'd probably have to learn tile making as well... might not, depending on how well the game can handle a mix of graphics and ascii
...As a suggestion, use the spirit cores to transmute worthless stone into coke or something.
or an energy source if I ever figure out how to make a material work like coke.
Apparently, adventurers hunting wildlife in worldgen automatically train crossbow skill, even if their civ has no crossbows whatsoever, which hilariously results in highly trained crossbowmen who come to fight barefisted.
I always get so sad when I come here, looking at all the motivation you people have to do things...
Playing a fortress as a surface-dwelling, aquatic race (Zora).Nasty world with acid rain, from nearby ash-spewing volcanoes :^) :'(
They are all having nervous breakdowns on account of how it's a rainy biome and they keep getting caught in the rain >_<
You mean accelerated wear from hitting people with it, or do they just decay and fall apart?
Looking to add specific creature classes and Sound-Vocalizations in one fell swoop... and there are just too many bird subcategories for sounds. Arrgh! I'll probably have to start simple with a blanket treatment for giant bugs.
Looking to add specific creature classes and Sound-Vocalizations in one fell swoop... and there are just too many bird subcategories for sounds. Arrgh! I'll probably have to start simple with a blanket treatment for giant bugs.
Feel free to grab some soundmessages from me; towns are _quite_ livelier when citizens shout and mutter.Spoiler (click to show/hide)
Alright. Vocalizations have been handled for now - applying them to vermin that turn into animal/giant variants should be fine, as they carry over.There ain't
New problem: Is there any way for a syndrome to add a prefix instead of a suffix? e.g. "vampiric dwarf" instead of "dwarf vampire." Search has come up empty so far.
Better news: I found a way to override the GRAVITATE_BODY_SIZE function within the creature variation system, so I don't have to manually replace animalmen with dwarf-sized variants anymore!
Adding APPLY_CREATURE_VARIATION for this after APPLY_CREATURE_VARIATION:ANIMAL_PERSON results in an animalman with neither large nor small armor, which a dwarf can easily wear! This will be super helpful for the next iteration of Vanilla-Spice, which is to buff animalmen for adventure/fort mode looting and trading.
Had modded in role-playery bedrolls and began thinking, if I run an outsider, could I skip using a backpack despite being able to craft one? A minimal minimalist might actually be from Baroque Works.
So anyways, added a PREPARE:RECOVER to the bedroll allowing it to be strapped to the body. Figured I'd also do this with jugs and the pouch. We always see NPCs with pouches attached to their clothing, but for player characters, pouches end up in backpacks.
Will also add in scabbards of varying sizes due to coming across Wyrdean's (http://www.bay12forums.com/smf/index.php?action=profile;u=116576) post. (http://www.bay12forums.com/smf/index.php?topic=173849.0)
Probably go with small for daggers/knives, standard (=no adj modifier) for short swords/scimitars, long for long swords, and large for 2H'ers. Made from either leather, wool, or wood.
While PREPARE:RECOVER allows a tool to be strapped to the body, it also allows it to suffer the accelerated wear that all tools suffer in comparison to weapons. Give dwarves boning/carving/slicing knives andf maybe even a tool oriented short sword in entity.txt and go view an insurrection. Seems like wear's based on item token and then material type. Unfortunate.
I've been playtesting Vanilla-Spice Revised more, and the addition of a positive thought syndrome to cheese is changing my gameplay in surprising ways.
No longer a prestige goal, cheesemaking is actually a priority in my fort now - because it allows me to target stressed-out dwarves with a happiness boost in the form of cheese stockpiles in their private dining rooms, or to just boost happiness overall. This is a wonderful level of control to have. Also, buying cheese in bulk from traders is suddenly worth something now, as is defending your livestock from invaders instead of shrugging when they're murdered.
With that in mind, I'm debating adding more "cheeses;" specific-effort foods that provide a happiness boost. My first thought is sausage; with intestines being limited, you only get a handful of units per animal killed. Charcoal as a reagent (smoked yak sausage) would be nifty too, and prevent infinite Korean cuisine without surface access like cheese. I'll get that working before I consider anything else; plant-based options might be too easy, though "candied fruit" using sugar and surface plants would require both effort and surface access.
Can you add syndromes to material templates? Because if so you can affect all cheeses, even those of modded creatures, without too much hassle. Same for any similar things.
I'm forcing myself to be productive! This is my new baby:
(https://i.imgur.com/1SgrEtJ.png)
I dont see a problem with letting all organs be turned into sausages. Nothing says dwarf fortress quite like "Great White Shark Kidney Sausage".Yes. More sausages to god of sausages!
Sounds like an opportunity for shameless self promotion!alright thanks for the tip but for my mudpack now, i'm no longer incorporating mods other people made, rather I want those who want to assist me on working on it to decide for themselves if they want to add a mod they made to the pack, or make a mod in the pack to improve it and such, but anyways again thanks for the tip
You should totally incorporate Spellcrafts into your modpack. It's mostly self-sufficient, there is some setup each new civ needs in order to have full functionality with its features, and its best if new creatures have creature classes MALE and FEMALE assigned to the appropriately gendered castes, just so transformations that can, then know to transform males into the male caste of whatever critter and females into the female caste of it. But it isnt necessary, because if there is no MALE/FEMALE creature class, it just defaults to female IIRC.
Sounds like an opportunity for shameless self promotion!but since you would like to have your mod readded in my modpack, sure i'll read it in, i'm the only one working on this pack anyways
You should totally incorporate Spellcrafts into your modpack. It's mostly self-sufficient, there is some setup each new civ needs in order to have full functionality with its features, and its best if new creatures have creature classes MALE and FEMALE assigned to the appropriately gendered castes, just so transformations that can, then know to transform males into the male caste of whatever critter and females into the female caste of it. But it isnt necessary, because if there is no MALE/FEMALE creature class, it just defaults to female IIRC.
Is there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.in the past it had a goal, but I've sort changed the idea of it from it being a modpack to add more fantasy related stuff to DF, but now I decided it's going to be a modpack where the goal is to put as much fantasy related stuff till the game can't handle it, as in so much to the point that every world being generated are now unrecognizable from it looking like the stereotypical DF world with new civs, languages, words for languages and names for generated sites, races, creatures, !!FUN!!, spheres, magic, jobs for civs, syndromes, interactions, reactions, etc. I also have the idea of including new utilities with the modpack, though I don't know how to program as I wish to have more people/veterans of the community to assist me, for now i'm the only one working on my modpack, so some assistance would be great, right now i'm recreating my foxkai civilization from the original old modpack back into DF's raw folder, and recovering other old stuff from the old modpack by recreating it all from scratch since I created it all in the old modpack thanks to my dedication to the modpack.
Is there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.in the past it had a goal, but I've sort changed the idea of it from it being a modpack to add more fantasy related stuff to DF, but now I decided it's going to be a modpack where the goal is to put as much fantasy related stuff till the game can't handle it, as in so much to the point that every world being generated are now unrecognizable from it looking like the stereotypical DF world with new civs, languages, words for languages and names for generated sites, races, creatures, !!FUN!!, spheres, magic, jobs for civs, syndromes, interactions, reactions, etc. I also have the idea of including new utilities with the modpack, though I don't know how to program as I wish to have more people/veterans of the community to assist me, for now i'm the only one working on my modpack, so some assistance would be great, right now i'm recreating my foxkai civilization from the original old modpack back into DF's raw folder, and recovering other old stuff from the old modpack by recreating it all from scratch since I created it all in the old modpack thanks to my dedication to the modpack.
I'm going to update the GitHub repository when i'm finished recreating the foxkai civ and finally get it working, and then i'll share it in the forums for people to add to the pack
yeah I tried that before, but i'm done asking modders if they want their mod included in my modpack I decided that people shall choose if they want their mod in it, or choose to make mods that are only for the packIs there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.in the past it had a goal, but I've sort changed the idea of it from it being a modpack to add more fantasy related stuff to DF, but now I decided it's going to be a modpack where the goal is to put as much fantasy related stuff till the game can't handle it, as in so much to the point that every world being generated are now unrecognizable from it looking like the stereotypical DF world with new civs, languages, words for languages and names for generated sites, races, creatures, !!FUN!!, spheres, magic, jobs for civs, syndromes, interactions, reactions, etc. I also have the idea of including new utilities with the modpack, though I don't know how to program as I wish to have more people/veterans of the community to assist me, for now i'm the only one working on my modpack, so some assistance would be great, right now i'm recreating my foxkai civilization from the original old modpack back into DF's raw folder, and recovering other old stuff from the old modpack by recreating it all from scratch since I created it all in the old modpack thanks to my dedication to the modpack.
I'm going to update the GitHub repository when i'm finished recreating the foxkai civ and finally get it working, and then i'll share it in the forums for people to add to the pack
If you are just trying to dump as much stuff as possible into a mod, you could just ask other modders if you can include their stuff in your pack
I've started work on a mod to make deserts more interesting, but it is going very slowly, and so far all I have is a half-functional genie.Perhaps a "salt crystals" plant is exposed in the dry deserts, a valuable cooking item. Or collect dry desert-only bushes and compact them into fuel bricks.
The only problem I can think of is that all of the elves would start vomiting as soon as you went to a forest retreat, since they wouldn't smoke in worldgen.
I've found many of my intended features aren't working as intended. Some of them I had tested previously and believed to be functional. Like reactions producing live vermin that escape from the workshop into the room and bite people; the vermin appear to be confined to the workshop they were created in. And vermin gobblers; turns out the gobble vermin class tag does not in fact cause the creature to seek out available vermin of that class like I'd hoped. I guess it's only for critters that root around?
Anyway, removed vermin from the reactions and made the familiars vermin hunters, though I might remove that and instead have the familiars confer a resistance or immunity to particular syndromes instead. The gaseous boiling stone syndromes are certainly working their magic in making people sick.
Just finished working on halfling pets, most work I've done in a single day in like three months.
-Ponies are just resized horses, nothing too interesting;
-Giant angora rabbits, as I've mentioned earlier today, are bear-sized bunnies that are not only shearable, but can also be ridden into battle;
-Cashmere goats are basically sheep;
-Pot-belly pigs are smaller pigs that have up to 8 piglets in a litter. They grow to the full size in a year, making them an ideal food source;
-Silver foxes are vermin hunters with valuable parts;
-Rheas are small ostriches;
-fancy pigeons are tiny egg layers, useless for anything else;
-fancy Velociraptors are vermin hunters that come in many colors, from elegant black to flashy lemon;
Also made plans for a race with 27 castes, which I'm kinda looking forward to work on.
What's the race?
What's the race?
Anthousai, or flower nymphs. They are an "evil" race that symbolize savage, untamable aspect of nature, also a project undertaken mostly so I have a reason to learn more about castes. I've posted plans for castes in LCM - Twinklestar thread in community games subforum, but there is no harm posting them here too:Spoiler (click to show/hide)
Flowers will contain geldables (pistils for females, stamens for males).
The only thing I've actually done so far was generating a Hawaiian-based language for them. I know I want them to use enchanted wood metal, but I don't even know what kind of weapons they will be using.
Will work weapon what is ranged weapon and ammo for self? I want make throwing weapons without dummy.
Work mechanic of geldable females or not?What's the race?
Anthousai, or flower nymphs. They are an "evil" race that symbolize savage, untamable aspect of nature, also a project undertaken mostly so I have a reason to learn more about castes. I've posted plans for castes in LCM - Twinklestar thread in community games subforum, but there is no harm posting them here too:Spoiler (click to show/hide)
Flowers will contain geldables (pistils for females, stamens for males).
The only thing I've actually done so far was generating a Hawaiian-based language for them. I know I want them to use enchanted wood metal, but I don't even know what kind of weapons they will be using.
Work mechanic of geldable females or not?Both male and female castes can have
What if geldable female will be gelded?Work mechanic of geldable females or not?Both male and female castes can have
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
so yes, all castes can be set to geldable.
There's only so many real animals a man can make before he gets tired, so now for something completely different:
(https://i.imgur.com/mkqAAMp.png)
(https://i.imgur.com/GDHqBxr.png)
Jian, a one-winged bird admired for its romantic symbolism. Even if I could make them merge into a flying jiangjiang, they wouldn't be able to breed, defeating the purpose for the poor birds to even find mates. That's really sad if you think about it.
I did it! I managed to create a new creature more or less from scratch! I've mastered tissues and body detail plans, so I'm basically unstoppable now! There are five castes:Spoiler: Aquatoid and aquatoid commander (click to show/hide)Spoiler: Gillman (click to show/hide)Spoiler: Lobsterman (click to show/hide)Spoiler: Tasoth (click to show/hide)
A T'lethian siege will be a great way to paint forts many colors as each caste has blood of different colors - red for gillmen, green for aquatoids, blue for lobstermen, yellow bio-gel for tasoths.
I started working on this late at night, that's why descriptions are crappy. Welp, I'm gonna go fix them now.
OH GOD NOT AGAIN
I am working on a mod that I am calling "Goblin Fortress"
It is a comprehensive playable goblin race.
Current Features:
> Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
> Patrolling armored goblin armies (including underground)
> Constant conflict and war (including civil wars between tribes)
> Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
> Magic: Fire, Blood, Death, Disease, Demon
> Nobility: King, Tribal Chieftains, War Chiefs, Shamans
> Diseases: Cave Blight, Lice, Mites, Prions
> Stone Anvils
Features in Progress:
> Bone Furniture
> Bone Weapons
> Meat Alcohol
> Alchemy: Potions and Poisons
The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.
reaction_altar
[OBJECT:REACTION]
[REACTION:SACRIFICE_NATURE3]
[NAME:sac rat remains, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:REMAINS:NONE:NONE:NONE] --takes in vermin remains
--REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:24:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE4]
[NAME:sacrifice ashes, wood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:150:BAR:NONE:ASH:NONE]
[PRODUCT:15:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:8:4:WOOD:NONE:PLANT_MAT:TUNNEL_TUBE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE1]
[NAME:sac horns+teeth, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[REAGENT:B:3:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:18:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[PRODUCT:10:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:A:NONE] --maybe get a dagger made of horn.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE2]
[NAME:sac bodyparts, ash+copper]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
[USE_BODY_COMPONENT]
[PRODUCT:50:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE5]
[NAME:sac more parts, wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:7:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[PRODUCT:17:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature. usually melts right away.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE6]
[NAME:cheese grows fungiwood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
[REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE7]
[NAME:make ice w nethercap] and air moisture. usually melts right away.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[SKILL:ALCHEMY]
---------------------------------------------
[REACTION:SACRIFICE_WAR1]
[NAME:sacrifice iron weapon] 25% chance of lead, iron or bronze bars, 4% chance of epic bronze weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:IRON]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BRONZE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_WAR2]
[NAME:sacrifice steel weapon] 18% chance of copper, steel or blacksteel bars, 8% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:STEEL]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:3:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SCIMITAR_VIPERLORD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_DREADCLAYMORE:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_WHIP_HELLSLAVER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_FLAIL_SOULREAPER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_HAMMER_CLOUDGOD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_PIKE_DRAGONSLAYER:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_WAR3]
[NAME:sacrifice copper weapon] 35% chance of copper bars, 5% chance of steel bars, 2% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:COPPER]
[PRODUCT:35:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]
Violent Brutish Goblin fortress? Maybe they can sacrifice body parts, corpsepieces, corpses on an ALTAR workshop?
Workshop construction might require a few rare toys, like a "shaman drum" or "bloody chalice" or "shaman scepter", and many daggers/axes, so player can't make a GREAT ALTAR right at the embark.Code: [Select]reaction_altar
[OBJECT:REACTION]
[REACTION:SACRIFICE_NATURE3]
[NAME:sac rat remains, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:REMAINS:NONE:NONE:NONE] --takes in vermin remains
--REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:24:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE4]
[NAME:sacrifice ashes, wood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:150:BAR:NONE:ASH:NONE]
[PRODUCT:15:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:8:4:WOOD:NONE:PLANT_MAT:TUNNEL_TUBE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE1]
[NAME:sac horns+teeth, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[REAGENT:B:3:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:18:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[PRODUCT:10:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:A:NONE] --maybe get a dagger made of horn.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE2]
[NAME:sac bodyparts, ash+copper]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
[USE_BODY_COMPONENT]
[PRODUCT:50:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE5]
[NAME:sac more parts, wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:7:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[PRODUCT:17:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature. usually melts right away.
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE6]
[NAME:cheese grows fungiwood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
[REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_NATURE7]
[NAME:make ice w nethercap] and air moisture. usually melts right away.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[SKILL:ALCHEMY]
---------------------------------------------
[REACTION:SACRIFICE_WAR1]
[NAME:sacrifice iron weapon] 25% chance of lead, iron or bronze bars, 4% chance of epic bronze weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:IRON]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BRONZE]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_WAR2]
[NAME:sacrifice steel weapon] 18% chance of copper, steel or blacksteel bars, 8% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:STEEL]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:3:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SCIMITAR_VIPERLORD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_DREADCLAYMORE:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_WHIP_HELLSLAVER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_FLAIL_SOULREAPER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_HAMMER_CLOUDGOD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_PIKE_DRAGONSLAYER:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]
[REACTION:SACRIFICE_WAR3]
[NAME:sacrifice copper weapon] 35% chance of copper bars, 5% chance of steel bars, 2% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:COPPER]
[PRODUCT:35:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]
Sacrifice to Chaos: the workshop might EXPLODE, or make cheese_flowers. And make a poison gas / poisonmaterial_dagger that hurts user.
Goblin mistake in a workshop: oops a fire started. (use Bonfire mod's two burning materials to start a fire)
Well, I can remember seeing IndigoFenix’s Gnomes mod for DF 0.34.xx on these forums somewhere, so that could be useful inspiration for you. I believe his gnomes had access to advanced technology like electricity, etc. on top of being in close communion with wildlife. That could be an interesting mechanic to add, to differentiate the gnomes more from elves. He used DFHack to accomplish that, though, so you would have to code that up or just allow standard dwarven machines if you wanted to include this feature.
I am working on a mod that I am calling "Goblin Fortress"
It is a comprehensive playable goblin race.
Current Features:
> Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
> Patrolling armored goblin armies (including underground)
> Constant conflict and war (including civil wars between tribes)
> Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
> Magic: Fire, Blood, Death, Disease, Demon
> Nobility: King, Tribal Chieftains, War Chiefs, Shamans
> Diseases: Cave Blight, Lice, Mites, Prions
> Stone Anvils
> Bone Furniture
> Meat Alcohol
Features in Progress:
> Alchemy
> Altar
> Bone Weapons & Armor
The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.
All 118 fish have been added to their respective temperate freshwater biomes with rarities, spawning seasons and times of day. I will probably work on some fish processing reactions next while simultaneously drafting up a tropical freshwater fish list.Two types of fermented fish sauce? Elite and basic, with elite requiring some fruit or fat in it.
Started doing some rough work on an idea for a mod I had involving playing as a colony of ants. I haven't done much with it yet besides making the ants themselves as well as wasps and bees which I figure would be fair analogues to goblins and elves
Been working on the Monster Hunter mod as usual. I got a few new monsters complete and am currently trying to add the weapons into the mod. Probably should have added them in from the beginning of the mods release but hey, better late than never I suppose.If you're planning on Arena mode testing, ask "how many naked short sword wielding dwarves to defeat one <name of MH monster>?"
Nothing much besides waiting for the Villains Update and faffing about with basic little ideas.
Though, I do have an idea for a mod where the world is basically the Underworld, yet the circus is basically the Underworld's Underworld in a sense... Think of it as the bottom layer of Hell. Also, all the races would be various types of demons, each scheming and skirmishing against each other, with some being led by demons older than them, AKA our unique demons in regular DF.
Nothing much besides waiting for the Villains Update and faffing about with basic little ideas.
Though, I do have an idea for a mod where the world is basically the Underworld, yet the circus is basically the Underworld's Underworld in a sense... Think of it as the bottom layer of Hell. Also, all the races would be various types of demons, each scheming and skirmishing against each other, with some being led by demons older than them, AKA our unique demons in regular DF.
This is a pretty cool idea. You could have each cavern layer a different layer of hell.
You could always use a custom world-gen to up the number of cavern-layers to seven. You wouldn't quite be able to tinker with all seven layers individually, but you'd get your nine-circled hellscape!
Nah, 3 maximum, 1 minimum if you want the magma sea and hell to appear at all. The magma sea and hell count as layers 4 and 5 respectively.
I'm making megabeasts based on the 7 deadly sins. Currently working on the "beast of sloth" which is a massive, 2 headed, faceless humanoid which is incredibly slow but can turn people to stone.
(https://cdn.discordapp.com/attachments/529469746052202506/622495204800200754/unknown.png)
Yeah. Given this kill I should have made an ambulance instead.
You could also get around it by making the venom material a fixed temperature I think. But the idea of a dwarf spontaneously bursting into smoke is hilarious.
I created a deer made of plant materials. Also milkable for root beer, drinkable without further processing. Haven't done much testing yet, but got rid of the errorlog entries it was causing because I didn't add hooves and ribs to the body detail plan.
I now want to change how plant tissue layers are handled so I get an edible fruity layer between bark and wooden core. Have to wait till tomorrow night though, my laptop batteries are low.
[Edit]
So I made the fruity flesh their new muscle tissue and replaced all "core" with regular wood, and then decided more of their tissues should be consumables. So I made bark tannable into treated bark that acts like leather, which worked perfectly. But then I got greedy and wanted their wood to be logs. But it provides too many logs. Root deer would produce 23 full size logs every time they're butchered, which was ridiculous. It took a while but I managed to make a reaction to process ten plant_growth "wood" into one actual log.
I also wanted it to be processable like bone into other crafts, but that part didn't work yet. My experience if the reaction outputs a body part item made of a woody material that has the bone tags, it could make a craft. But you can carve the wood into crafts anyways. What I really wanted was for it to be usable like bone to make armor and stuff.
So I made bark tannable into treated bark that acts like leather, which worked perfectly. But then I got greedy and wanted their wood to be logs. But it provides too many logs. Root deer would produce 23 full size logs every time they're butchered, which was ridiculous. It took a while but I managed to make a reaction to process ten plant_growth "wood" into one actual log.One wood haulful is 18 to 40 kilos, I guess a deer-sized one would be 2.7 x 22 kg of wood.
I'm doing an Elven Mod, motivated by the fact that no other elven mods are actually well-designed to improve the gameplay or are very boring indeed.Feel free to copy my new trees and barkstrips-leather from OldGenesis. And the wooden and rock weapons.
I'm doing an Elven Mod, motivated by the fact that no other elven mods are actually well-designed to improve the gameplay or are very boring indeed.
This is the Feature List (most of it is actually planned and not done yet):Spoiler (click to show/hide)
I'm thinking in a better way to obtain amber, but an amber-producing tree doesn't look bad for the moment. Any ideas are welcome.
Night vision's related to the LOW_LIGHT_VISION token, so no, it can't be added outside of transforming the creature.
In the spirit of Halloween, would anyone be interested in some were creatures for my mods as optional add-ons? These would be things like werecatfish, werepiranha or werecrawfish for Fishing Expanded and weremastiff, werebloodhound or werepoodle. If there is any interest in this, I may try to pull something small together before Halloween.Only if you make a werepug because that would be hilarious.
Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.
Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.Weremummy, werebulldog, werechihuahua
Weremummy, werebulldog, werechihuahua
Are wererabbits in the game already? For extra halloween-feel, why not werebats, werespiders, werecats, and werepumpkins?
werepumpkins
werepumpkins
I don't know why this idea has intrigued me so much, but I think I am going to run with it.
I get a real Classic Monster Movie vibe from this: Killer Pumkpins from Outer Space!
So, again in the spirit of Halloween, I'm going to make a giant pumpkin megabeast that bites creatures which in turn become pumpkin creatures that can bite creatures that become... etc.
Will possibly give the smaller pumpkin creatures a really high frequency to make sure every world turns into a were pumpkin hell. I'm not sure how this will turn out but I'm willing to give it a go lol
EDIT: I will actually use my hunters moon code for this. On the hunters moon every year 100 werepumpkins and a great werepumpkin will emerge from the darkness
I hate that its making me think of Troll 2. Angry male dwarves won't allow dwarf children to piss on the nilbogs hospitality.
Lol its fine, I meant it in a jokey way.I hate that its making me think of Troll 2. Angry male dwarves won't allow dwarf children to piss on the nilbogs hospitality.
I'm sorry to remind you of that. Lol. I gotta work on it a bit more since i cant sleep.
I made my wood too hot, and now everything is on fire.would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...
would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...
reasons.
would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...
reasons.
Okay, look at Nether cap. Its fixed temperature is 10000, just above freezing. Add even a few hundred, and its dangerously hot. I turned mine up to... 15000. But set it to not get damaged by heat. Its stable in log form, but I guess it explodes when crafted with
would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...
reasons.
Okay, look at Nether cap. Its fixed temperature is 10000, just above freezing. Add even a few hundred, and its dangerously hot. I turned mine up to... 15000. But set it to not get damaged by heat. Its stable in log form, but I guess it explodes when crafted with
Why are you not satisfied with a mushroom that lets you make barrels that keep beer COLD, FOREVER!?
Eléde Alithithethe likes corpses and dwarf skin. When possible, she prefers to consume dwarf blood. She absolutely detests dwarves.I've been slowly burning through all my old dfhack modtools to get them up to standard + making some new ones. I've just finished with this preference editor, as well as finished making scripts for editing beliefs, personalities, and needs. That just leaves a simple orientation script, something to help with appearance editing, and then finally adding all those to gm-unit before I submit them to the dfhack repo... It's taking a while Q.Q
What kinda creatures do you all think would make good additions to make glaciers and tundras even the mildest bit interesting without ruining the plantless tone?Reindeer, yak, yeti, sasquatch,
What kinda creatures do you all think would make good additions to make glaciers and tundras even the mildest bit interesting without ruining the plantless tone?I'd probably recommend adding giant ice construct creatures or maybe even The Thing/Blood Glacier type werecreatures that can infect your Dwarves if you wanna go for more of a horror tone with those biomes.
I've made weredinosaurs for Primal, and now I'm building an Allosaurus man as a template for prehistoric animal men.
I've found it crucial to keep notes. List the things you have to make, and check them off as you finish them.Yep, a changelog (for users and self) and a pile of to-do items.
I keep stuff around as well for to-do lists for creatures and the like. Comes in handy and its kind of motivating to check off stuff thats done and see the list shrink.
Making violent, hateful forest elves. They won't trade, only slaughter in the name of their trees. But aren't item or baby snatchers. Just assholes. Should they have local banditry? Or just kill neutrals?Short of thieving/snatching there isnt really a way to guarantee goblin-style hostility I don't think. With KILL_NEUTRAL they'll attack you on sight in adv mode but I dont think it makes them automatically send sieges in fort mode.
But that makes me rethink the regular elves. Maybe tone down their fanatical hate of damaging plant or animal life.
This script counts down to a specific date, displays a pop-up window and then finds
a random surface location and spawns a creature at that location a set number of times.
I originally planned for this to be done in one event, as one function
"function wp_moon_hunters()" that displayed a pop-up window and spawned 100 creatures
at random locations around the surface of the map. However, running multiple lines of
code (in this case thousands) at the same time crashes the game. So, instead this script
is done using multiple spawning wave functions. Each wave is separated by a day (1200 ticks)
and consists of 20 creatures; however, these numbers could be manipulated for more variety.
The countdown function is the countdown to the event. Note that it is not called until the
last line of the script file (after everything is read). It calls each event wave at the date
specified by finding the difference between the current date and the specified event date
and then using "dfhack.timeout(ticks+1,'ticks',FUNCTION_NAME)", like so:
local ticks = date_moon_hunters_START - current_tick
The total ticks in a year is calculated with the following equation. This variable never changes:
local year_tick_total = 1200*28*12
This is equivalent to 403200 (1200 ticks in a day * 28 days in a month * 12 months in a year)
The current tick is calculated using:
local current_tick = df.global.cur_year_tick
The specific event date is calculated using:
local date_moon_hunters_START = 1200*(7*28+9)
This is (1200 ticks in a day * (# of months * 28 days in a month * # of days)
The # of months starts at Granite (not January) and the # of days is up to the date (the day
before the day of the event)
Knowing this, we can do some interesting things here. Using a random number, we can now choose
a random date (within a date range) and not just use a specific date. Lets say that we want this
event to happen between June to September. We can now roll a four sided die and set the result
to the month, like so:
local m = math.random(4) + 3
local date_of_event = 1200*(m*28+9)
This will choose a random number between 1 and 4 and then add 3 to it. Assuming we got a
random number of 2, this event would happen on the 10th of July. We can further complicate
this date like so:
local m = math.random(4) + 3
local d = math.random(28) - 1
local date_of_event = 1200*(m*28+d)
This event will now happen sometime between the 1st of June and the 28th of September.
Remember that the random number will be between 1 and 28 and the # of days is the day before
the event. Assuming we got the random numbers 3 and 12, this event would happen on August 12th.
Note that these variables would change everytime the game was loaded.
You can do the same thing with years in the future as well. This code here says that if the
difference between the current date and the specified event date is less than 0, the event
has already passed this year and will take place next year.
if ticks < 0 then
ticks = ticks + year_tick_total
end
By multiplying another random number to year_tick_total, you can have this event happen
multiple years in the future. Once again, this would change everytime the game was loaded.
local y = math.random(5)
if ticks < 0 then
ticks = ticks + year_tick_total * y
end
The wave functions make up the actual actions of the events. For this script, they display a
pop-up notification or spawn a creature at a random location, but could do anything that you
want to happen in the event.
The pop-up notification is as follows. Note that this does not pause the game. I also read
that it should come after a creature is spawned, but I have not noticed any issue with that.
If you are using a pop-up notification and a creature spawn at the same time, I suggest
that you put the pop-up notification at the end:
dfhack.gui.showPopupAnnouncement("announcement", COLOR_WHITE , true )
The creature spawn is a simple dfhack.run_command(). Note that this only accepts a string.
If you want to pass a variable that isn't a string, you have to convert it into a string
first. The "modtools/create-unit" has ambush tags, but you will get a pop-up notification
for every creature that is spotted. So, if you are spawning 100 creatures, that is 100
notifications. I suggest that you use your own pop-up notification if you want to announce
an ambush and are using multiple creatures.
The actual spawn loop could be done in a for loop (and is probably the correct format), but
I like while loops, so that is what I used. You can spawn a random number of creatures here:
local n = 0
local t = math.random (11) + 9
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
This will spawn anywhere from 10 to 20 creatures. You can also set a percentage chance trigger
here for anything to even happen:
local event_chance = math.random(10)
if event_chance == 1 then
local n = 0
local t = math.random (11) + 9
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
end
This means that the event only has a 10% chance of happening. You can change this percentage
chance by changing the equation:
local event_chance = math.random(10)
if event_chance < 5 then
local n = 0
local t = math.random (11) + 9
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
end
This means that the event now has a 40% chance of happening. You can further complicate
this by setting different chances to different amount of creature spawns.
local event_chance = math.random(10)
if event_chance < 5 then
local n = 0
local t = math.random (11) + 9
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
else
local n = 0
local t = math.random (5)
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
end
Now this means that the event will happen. However, there is a 40% chance that 10 to
20 creatures will spawn and a 60% chance that 1 to 5 creatures will spawn. To complicate
this further, let's remove the event guarantee:
local event_chance = math.random(10)
if event_chance < 5 then
local n = 0
local t = math.random (11) + 9
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
elseif event_chance == 5 or event_chance == 6
local n = 0
local t = math.random (5)
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
else
-- do nothing
end
Now there is a 40% chance that 10 to 20 creatures will spawn, a 20% chance that 1 to 5
creatures will spawn and a 40% chance that the event will not happen.
You can also add in population requirements, like so:
local k = 0
local event_chance = math.random(10)
for i,unit in pairs(df.global.world.units.active) do
if dfhack.units.isDwarf(unit) then
k = k + 1
end
end
if k > 79 then
if event_chance < 5 then
local n = 0
local t = math.random (11) + 9
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
else
local n = 0
local t = math.random (5)
while n < t do
dfhack.run_command("modtools/create-unit")
n = n + 1
end
end
end
This code counts all of the dwarves on the map and then requires at least a count of 80
for the event to happen. If there are 80 dwaves, there is a 40% chance that 10 to 20
creatures will spawn, a 60% chance that 1 to 5 creatures will spawn and a 40% chance that
the event will not happen.
Once again, you can add an else/elseif to the population minimum if statement to make
a fewer number (or a different creature(s)) spawn depending on the current population:
local k = 0
for i,unit in pairs(df.global.world.units.active) do
if dfhack.units.isDwarf(unit) then
k = k + 1
end
end
if k > 79 then
-- spawn 50 to 100 creatures
else if k > 49 then
-- spawn 20 to 50 creatures
else if k > 19 then
-- spawn 5 to 10 creatures
else
-- do nothing
end
I highly suggest using the print output while testing your script. You should put a
print output at the start of each function and for each important variable.
For example, this line of code will tell you the date of the event (in ticks), the current
tick and the difference between the two. This is a good way to find out when the event
should happen (e.g. 100 ticks from now or 10,000):
print("event tick:", date_event, "current tick:", current_tick, "ticks to event:", ticks)
This is also a good way to see what random number was chosen so that you can make
sure that the code is working as intended:
local n = math.random(5) + 3
printf(n)
I hope this helps with your own events, pre-determined random encounters and custom sieges!
Let me know if you have any questions.
Realized it'd be more sensible to strip mine my old mod instead of streamlining it.Now your mod is better.
This time clear and organized instead of wild electrical wire sprawl. The raws should be intelligible. Started from the core with woodworking (bowyering/carpentry) and wearables (clothier/leatherworker), and now working outward.
For an adventure mod crafting mod, I think the easily achievable ideal/constraint is a single, clean main-menu page, with most reaction topic submenu pages at 1 (unlikely for some reactions). Topic submenus should be intuitive and self-contained requiring no travel to other topics.
(https://i.imgur.com/xxgYqzk.png)
The experiment involving intermediate stage products has reached its end. For adventure mode, you can't have crafting granularity without tedium. For example, before feather = fletching, branch = shaft, raw material = missile head, then combine to make missile. Those 4 dreadful steps I've compressed into 1. Feather + branch + (say) stone = 12 stone arrows/bolts.
We'll see how it goes.
(https://cdn.discordapp.com/attachments/529469746052202506/647082775723376650/Dwarf_Fortress_OwcELVmRo7.png)(click thumbnail to expand)
(https://cdn.discordapp.com/attachments/529469746052202506/647085920905854987/Dwarf_Fortress_iidcYe3ZTl.png)
I got bored.
The guitar should be made of flesh.(https://cdn.discordapp.com/attachments/529469746052202506/647082775723376650/Dwarf_Fortress_OwcELVmRo7.png)(click thumbnail to expand)
(https://cdn.discordapp.com/attachments/529469746052202506/647085920905854987/Dwarf_Fortress_iidcYe3ZTl.png)
I got bored.
(https://i.imgur.com/zw9vgq7.jpg)
The guitar should be made of flesh.Funny that you should mention that (https://puu.sh/EJ2a8/5093f40b57.png), one of the spawned legendary fighters I put in this series of battles against some megabeasts did have a flesh guitar.
Yeah I saw that, I didn't realize that this wasn't that one.The guitar should be made of flesh.Funny that you should mention that (https://puu.sh/EJ2a8/5093f40b57.png), one of the spawned legendary fighters I put in this series of battles against some megabeasts did have a flesh guitar.
How about trolls? They're always subjugated by the goblins in the vanilla game, and are rarely the subject of mods. It could be interesting to see what an independent troll society might look like.This is a cool idea. I will think about how this society would look. I could probably do ogres after trolls as they would share some of the same ideas/concepts.
Currently making an underground themed mod. Trying to think up ideas for creatures and plants.Could look at old scifi movie posters :-*
What tokens give demons and necromancers an ability to spread evil surroundings and make experiment creatures?NIGHT_CREATURE_EXPERIMENTER and maybe [SPREAD_EVIL_SPHERES_IF_RULER]
Thanks!What tokens give demons and necromancers an ability to spread evil surroundings and make experiment creatures?NIGHT_CREATURE_EXPERIMENTER
Example [CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NIGHT_CREATURE_EXPERIMENTER:START:0:ABRUPT]
New version is a major setback in Age of Myth's development.Not that much raws changes, maybe 1.4 hours of looking at WinMerge code comparison tool (vanilla 4412 vs 4701) and putting new things into one's mod.
:(
Yes, who can spit. Harpies can pet animals, when satyrs can't.New version is a major setback in Age of Myth's development.Not that much raws changes, maybe 1.4 hours of looking at WinMerge code comparison tool (vanilla 4412 vs 4701) and putting new things into one's mod.
:(Spoiler (click to show/hide)
[CV_CONVERT_TAG]
[CVCT_TARGET:AQUATIC]
[CVCT_REPLACEMENT:AMPHIBIOUS]
to my raws ... so those underwater animal-mens can get pay a visit and do something ... octupus men here we come :D
Zerg/Tyranid-like race mod!I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.
They'll be called the Mantids, like the ones from World of Warcraft but with next to no relation.
Two castes: Worker Mantid and Warrior Mantid. The first can't learn military skills, and the last can't learn working skills. They're both male.
In order to obtain more citizens, you will need to order Drones (intelligent arachnids that can't learn skills) on embark, or buy them from your civ caravan. The drones will produce (summon) larvae, once per year and only two each time. These larvae can be turned into different monsters if you pasture them around a Pylon (an immobile creature) and wait for a year or two.Spoiler: Pylons (click to show/hide)
[REACTION:CUSTOM_CART_GLASS]
[NAME:Construct glass minecart]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
[PRODUCT:100:1:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
Edit: okay it Used to work for green glass. But now that 7yalso crashes, so this whole thing is broken.[PRODUCT:100:1:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Is now:
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Works as intended now. Except the description and name just say 'minecart' i don't see the material type.
Ok, so it wasn't as much of a setback as I thought it was. Apparently the crash (which happened, by the way) was caused by something other than Age of Myth. I updated the beast of pride creature to use the new summoning system instead of dropping and reanimating eggs. It now creates WAY more swarmers than it used to, which is great because that's the whole point of this thing. Oh, and all the sin creatures now spread evil when they take over towns.Could you share the code for this summoning-breeding?
In wait for a few mods to be updated...
I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.
Considering making a race of more evil wood elves.Thorn elves?
Not sure what to call them though.
Considering making a race of more evil wood elves.
Not sure what to call them though.
Considering making a race of more evil wood elves.
Not sure what to call them though.
What mods are you waiting for to be updated?
The scorpids are part of a mod called Age of Myth that I've been working on since 2019. It's not ready to be released yet though.I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.
Did you release that mod? I would be happy to see similar work in order to take some inspiration :D
On a side note... Should I add something like the Genestealer Cults from WH 40K?
Would be pretty hardcore if you received a Mantid Siege, survived the giant Mawlocs (I'll give them a more original name later) and the four-armed soldiers, and after that bloodbath some of your dwarves starts conspiring against your fort.
[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]
What happens if you summon one of the creatures that is supposed to be mythical?
seems like some of the worldgen crash issues arent resolved, still cannot actually gen a world with an increased civ amount most of the time.In OldGenesis-land, worldgen is about 90% reliable, when limit the history to 80-100 years.
Which natural skills are known to cause crashes? And does it affect skill gain and rust changes too? I've never heard of this issue before.No idea if affects skill gains/rusts.
Hmm, I'm not getting to embark trying to update my spellcrafts mod. It seems to consistently crash during worldgen within 150 years, only an "impoverished word selector" showing up in the errorlog.Worldgen crash causes are found by Toady, when you post a crashing worldgen seed in a thread he reads (47.02 announcement) or the bug tracker. (Or if he happens across one himself - but that's not as often as we'll find them).
What other causes of worldgen crashes have been noted?
Could branch out:
Summon small but guaranteed loyal (imp, devilkin?)
Summon medium (gargoyle? hellhound?)
Summon large with zero loyalty (demon/beast)
I've also been having fun with [I_EFFECT:PROPEL_UNIT]. It's extremely satisfying to yeet an enemy across the room
Also, is it possible to make a creature heat resistant through syndrome?
Also, is it possible to make a creature heat resistant through syndrome?
No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.
Well actually you'd want a way for syndromes to alter the material properties of the target. FIREIMMUNE just tells them they're safe to path through hot areas, not actually make them resistant to heat.Also, is it possible to make a creature heat resistant through syndrome?No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.
FIREIMMUNE and FIREIMMUNE_SUPER only tell the creature "hey, you should walk through fire/dragonfire, since elsewhere we have set your tissues to heat immune.", it's a pathing enable. Can a syndrome boost skin thickness?Also, is it possible to make a creature heat resistant through syndrome?No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.
Supposedly the issue with natural skills causing crashes is fixed, so that's good.Yes, pressing-embark-crashes-if-NATURALSKILLS is fixed. http://www.bay12games.com/dwarves/mantisbt/view.php?id=11329
Gonna see if my entities stop crashing now too, but I doubt it.
Now that specialattack_interactions can be granted by secrets, Kisat Dur can become a lot more fun. Special attacks only take effect if the attack breaks a tissue, so if you add interactions to punches and kicks, they will only take effect if you manage to break a bone with an unarmed attack.I thought that special attacks like that work when you break the skin, not when you break a bone? Nothing about CE_SPECIAL_ATTACK_INTERACTION makes me think that you choose what layer it works on.
I made a secret that causes a compounding temporary force multiplier on the victim each time you break a bone with a punch or a kick. Basically each time you break an enemy's bone, as long as you attack quickly enough subsequent attacks do increasingly more damage until you're exploding limbs with every blow.
I managed to make an entity that is its own worst enemy. As in, each subgroup within the entity winds up going to war with every other subgroup.Please share, sounds interesting.
I'm not 100% sure how it works, but some notable qualities (it's an insectoid civ):I managed to make an entity that is its own worst enemy. As in, each subgroup within the entity winds up going to war with every other subgroup.Please share, sounds interesting.
Would you be willing to post the actual raws you used for the entity positions?
I'm in the brainstorming/design phase of my mod, but since I don't have any experience with modding DF, I'm not quite sure about the feasibility of my ambitions. Basically, I want to add Dwarven tech to DF, such as primitive electricity with copper wires instead of axles (electrocute your dwarves for lots of !FUN!), realistic electricity generation with steam engines, pistons that can move walls, blunderbusses, music boxes, clocks, and other complex mechanical crafts, etc.Regrettably, none of that is remotely feasible without DFHack, and even then it would require a good deal of work. You can't add new mechanics to the game merely by editing the raws.
If the dwarves of DF are anything like their players, then they should have access to so many more ways of automating and making their lives easier besides magma and minecarts!
primitive electricity with copper wires instead of axles,Can't. Can make battery items in a workshop though.
primitive electricity with copper wires instead of axles,Can't. Can make battery items in a workshop though.
-realistic electricity generation with steam engines
could use coal item plus water bucket to output charged battery item.
instead of electrocute, a battery using workshop can cause a gas leak of syndrome.
-pistons that can move walls
absolutely impossible. Can move water with automated floodgates.
(also impossible: invader dismantles wall.) Can make an immobile GOLEM creature that has push-a-creature interaction.
We have retracting and raising drawbridges.
-blunderbusses
just a renamed crossbow with more damage
-music boxes
new musical instrument, doable, a hurdygurdySpoiler (click to show/hide)
[CREATURE:REOKYL]
[OUTSIDER_CONTROLLABLE]
[DESCRIPTION:A draconian-like creature with large, pseudo-metallic, plate armor-like scales. It lives underground in small groups.]
[NAME:reokyl:reokyls:reokyl]
[CASTE_NAME:reokyl:reokyls:reokyl]
[CREATURE_TILE:'r'][COLOR:7:0:0]
[LOW_LIGHT_VISION:100000]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[LOCAL_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
[SPOUSE_CONVERSION_TARGET]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[DIFFICULTY:2]
[POPULATION_NUMBER:15:20]
[CLUSTER_NUMBER:3:5]
[FREQUENCY:20]
[EQUIPS]
[LISP]
[BODYGLOSS:PAW]
[FANCIFUL]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[NOFEAR][NOEXERT]
[BABY:1]
[CHILD:12]
[CARNIVORE]
[BONECARN]
[USE_MATERIAL_TEMPLATE:ARMOR:METAL_TEMPLATE]
[STATE_NAME:ALL_SOLID:armor]
[STATE_NAME_ADJ:ALL_SOLID:armor]
[STATE_NAME:LIQUID:molten armor]
[STATE_NAME_ADJ:LIQUID:molten armor]
[STATE_NAME:GAS:gaseous armor]
[STATE_NAME_ADJ:GAS:gaseous armor]
[STATE_COLOR:ALL:GRAY]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[IMPACT_STRAIN_AT_YIELD:547]
[COMPRESSIVE_YIELD:602000]
[COMPRESSIVE_FRACTURE:843500]
[COMPRESSIVE_STRAIN_AT_YIELD:547] no data, used 110
[TENSILE_YIELD:172000]
[TENSILE_FRACTURE:241000]
[TENSILE_STRAIN_AT_YIELD:156] 110
[TORSION_YIELD:172000]
[TORSION_FRACTURE:241000]
[TORSION_STRAIN_AT_YIELD:156]
[SHEAR_YIELD:172000]
[SHEAR_FRACTURE:241000]
[SHEAR_STRAIN_AT_YIELD:156] no data, used 110
[BENDING_YIELD:172000]
[BENDING_FRACTURE:241000]
[BENDING_STRAIN_AT_YIELD:156]
[PREFIX:NONE]
[TISSUE:ARMOR]
[TISSUE_NAME:armor:armor]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ARMOR]
[SETTABLE]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:SCALES]
[PREFSTRING:armor-like scales]
[PERSONALITY:BRAVERY:75:80:100]
[PERSONALITY:EXCITEMENT_SEEKING:75:80:100]
[PERSONALITY:VIOLENT:75:80:100]
[PERSONALITY:CRUELTY:75:80:100]
[BODY:HUMANOID_NECK:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:4TOES:MOUTH_SNOUT:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH_MOUTH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ARMOR:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TISSUE_LAYER_OVER:BY_CATEGORY:MUSCLE:ARMOR]
[PLUS_TISSUE_LAYER:ARMOR: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:ICHOR:ICHOR_TEMPLATE]
[STATE_COLOR:ALL:OLIVE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:72000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:100:100:100]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:MOUTH: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]
[ALL_ACTIVE]
[PHYS_ATT_RANGE:STRENGTH:1000:1000:1150:1250:1350:1550:2250] +
[PHYS_ATT_RANGE:AGILITY:1000:1000:1000:1100:1100:1100:1500]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:WRESTLING:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:6100]
[CLUTCH_SIZE:7:14]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:ARMOR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
Might be that undergroundness or egg-laying or difficulty tagGorlaks and plump helmet men join civs despite being underground... And they don't join civs even without the difficulty tag, and I have an aboveground creature that lays eggs and can join civs so it can't be the egg-laying.
makes them not join a civ.
Make a parallel, above-ground version of them, see if they join civs.
This altered yeti creature is almost guaranteed to join civs, I have seen so many yeti poets come to visit.
Heck! Do my yetis have any natural skills?Spoiler (click to show/hide)
While experimenting with potential spells for a hydromancy secret, I came up with a fun combo of being able to spawn water, and being able to propel enemies but only if they were IN water. Combine them together and turn them up to 11, and you get a passable Endbringer Leviathan (from Worm). Might make the other Endbringers too, they could be a fun set of megabeasts for fort mode...Ngl those would be pretty awesome to fight and deal with, even if I don't think some of them would be replicable (particularly the one that copies powers and the one that is a massive landscaper, I forget their names).
While experimenting with potential spells for a hydromancy secret, I came up with a fun combo of being able to spawn water, and being able to propel enemies but only if they were IN water. Combine them together and turn them up to 11, and you get a passable Endbringer Leviathan (from Worm). Might make the other Endbringers too, they could be a fun set of megabeasts for fort mode...
Any ideas what controls the writing of books which pass on secrets? I've seen only one or two in total based on all my secrets across multiple worlds. In legends mode. There's usually more than a couple necromancy books in unmodded worlds, and my secrets use the same raws and formats, but they just don't show up on a regular basis.
Sometimes I just hate manual testingSadly, it's often the only way to filter for noise v signal though.
(https://i.imgur.com/bPY7ZBe.png)
I gotta say, it does feel a little awkward erasing several months worth of work to assemble a more vanilla, lightweight version of the mod. You know, like you're accidentally erasing something you shouldn't have - that kind of feel.
I've been planning on making a bunch of weapons that would only appear as artifacts, mostly references:Yeah it's a bit of spice, having super rare weapons. Even in fort mode could have reaction "ten yellow diamonds needed for super artifact".
Not sure if I'll take this anywhere.
Is it possible to have benevolent megabeasts?Not yet, the megabeast tokens have a hardcoded behavior of "kill anything that isnt a megabeast". If you talk to the ones that can speak in adventure mode and ask them how they feel about you they claim that you're the dangerous beast.
Is it possible to have benevolent megabeasts?Not yet, the megabeast tokens have a hardcoded behavior of "kill anything that isnt a megabeast". If you talk to the ones that can speak in adventure mode and ask them how they feel about you they claim that you're the dangerous beast.
I've been planning on making a bunch of weapons that would only appear as artifacts, mostly references:
(https://i.imgur.com/Pcu1Bmo.png)
(https://i.imgur.com/w9Jv29e.png)
Not sure if I'll take this anywhere.
I'm not 100% sure if it works like that, but simply not giving the weapon to any entity should do the trick. A moody weaponsmith with no favorite weapon will make a random one. Should work in worldgen too.
Also, worldgen artifacts can be made out of metals that nobody can make. Do whatever you want with this information.
although there is a chance it's dependent on some civ having the weapon, since Angel's are an entity after all.I think this might actually be the case, I added in some weapons that no entity has access to (either being crafting-only or lucky dice roll-only) and many worldgens in I've not seen any of them be made as artifacts.
They also have an ability to increase the stress of dwarves over long periods of time, making walling out sieges quite dangerous for larger forces.[/li][/list]Fascinating. Could I borrow the stressifying feature for OldGenesis beastmen and mind flayers? I almost-never build a wall or bridge to keep the enemies away, since "enemy army destroys wall" feature hasn't been programmed yet.
In order to keep on topic, I've managed to make a Iron Colossus in the shape of a six-tentacled spider with a stinger tail. Is it possible for it to inject liquid basalt into a target via the tail?
I, someone who has never modded anything before in my life, am currently staring at RAWs and contemplating replacing dwarves with dragons, Flight Rising style.Good way to start. Do something outrageous, then spend the next couple of years of modding time trying to balance everything else to work with it.
Oh shoot, didn't see that till now. And sure, I'd be glad to contribute; OldGenesis was actually the first mod I ever played! Here's (https://pastebin.com/y7gccXri) a pastebin link. It's honestly a bit wonky with how it works; it's currently a greeting that targets only dwarves, since the other USAGE_HINT tokens don't seem to work through walls like they should. Shouldn't be an issue with mind flayers and beastmen. Using it on things that might actually show up or end up as peaceful could be problematic, though. Be warned that I also have yet to balance it, though I imagine you'll be making a fair amount of changes to the exact numbers and the likes anyways.They also have an ability to increase the stress of dwarves over long periods of time, making walling out sieges quite dangerous for larger forces.[/li][/list]Fascinating. Could I borrow the stressifying feature for OldGenesis beastmen and mind flayers? I almost-never build a wall or bridge to keep the enemies away, since "enemy army destroys wall" feature hasn't been programmed yet.
Particularly given the size discrepancies between some of the breeds :o it is entirely possible for the largest dragons to accidentally ingest the smaller dragonsI, someone who has never modded anything before in my life, am currently staring at RAWs and contemplating replacing dwarves with dragons, Flight Rising style.Good way to start. Do something outrageous, then spend the next couple of years of modding time trying to balance everything else to work with it.
Your tavern brawls are going to be.....brief.
In order to keep on topic, I've managed to make a Iron Colossus in the shape of a six-tentacled spider with a stinger tail. Is it possible for it to inject liquid basalt into a target via the tail?
1. That's awesome.
2. It should be.Spoiler: Put this above it's attacks... (click to show/hide)Spoiler: Give it this attack... (click to show/hide)Spoiler: Add this below everything else... (click to show/hide)
That SHOULD do the trick, but I literally just whipped it up in like...five minutes, so I don't actually know if it'll work. Let me know if it does happen to work. I kinda like that idea lol.
Yeah, that's worked. Using its current raws, it took down something like twenty to thirty fully equipped dwarves (all skills at 'accomplished', all armour and weapons were iron) without dying. Steel axes and such take it down easy, though - died in a few seconds to ten dwarves with the same loadout after they got upgraded to steel.
Thanks for the help.
i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.Wings? Oh. I suspect you're going to run into hideous pathing issues if you make a flying playable civ. Will be fun in Adventurer though.i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.Spoiler (click to show/hide)
I Shall Keep That In Mind.i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.Wings? Oh. I suspect you're going to run into hideous pathing issues if you make a flying playable civ. Will be fun in Adventurer though.i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.Spoiler (click to show/hide)
i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.May I ask what you mean by, "shuffle these parts"? Like are you going for random dragon breeds? A python script that takes a template and replaces certain pieces with other pieces based on a list of possible choices would be your best bet there. Example: say you have three different types of wings defined, you could use the script to replace the wing defined in the body token of the template with one of your three different types of wings. You could generate random numbers for all sorts of things, relsizes and/or body size, gaits, egg/litter amounts, lifespan... This would get messy and you'd have creatures that are... funky, to say the least. I'd like to clarify: I wouldn't recommend doing this. It's possible, but it'll take a lot of manual editing to make the randomly generated creatures actually make sense.
-snip-
i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
I was being facetious about the 'shuffling' part, I don't plan to randgen them, at least not beyond some small adjustments. I have been looking through the assorted files concerning body parts and body details, but you're absolutely right about it being confusing. I was mainly collecting the pieces that would be relevant. Also, uh, these are theoretically gonna be playable and able to cross breed with each other. I will need to do some more research about the sizes of the different breeds, but fortunately flight rising has a big tumblr community and i know that someone somewhere has done the math.Well, all I have to say is have fun with castes. I don't mean to discourage you or anything but just remember castes are chosen at random (aside from their rarity value), and many tokens are creature-level not caste-level. Just something to keep in mind when you check the creature tokens wiki page make sure you check whether the token is creature or caste level so you know whether it can be edited later or not. Anyways, modding things in that have already been designed (like from a different game) is a lot of fun! Feels good to really analyze and think about something you've been a fan of, kinda makes you appreciate it a little more in my experience :) again best of luck to ya!
checking the wiki, the caste system is exactly what i need.I was being facetious about the 'shuffling' part, I don't plan to randgen them, at least not beyond some small adjustments. I have been looking through the assorted files concerning body parts and body details, but you're absolutely right about it being confusing. I was mainly collecting the pieces that would be relevant. Also, uh, these are theoretically gonna be playable and able to cross breed with each other. I will need to do some more research about the sizes of the different breeds, but fortunately flight rising has a big tumblr community and i know that someone somewhere has done the math.Well, all I have to say is have fun with castes. I don't mean to discourage you or anything but just remember castes are chosen at random (aside from their rarity value), and many tokens are creature-level not caste-level. Just something to keep in mind when you check the creature tokens wiki page make sure you check whether the token is creature or caste level so you know whether it can be edited later or not. Anyways, modding things in that have already been designed (like from a different game) is a lot of fun! Feels good to really analyze and think about something you've been a fan of, kinda makes you appreciate it a little more in my experience :) again best of luck to ya!
I've unearthed ancient evil, and by ancient evil I mean Monstrous Compendium Ravenloft Appendix. It will be a good way to learn more about interactions.Stopping lungs do work instead.
The first entry is the akikage, a ghost of a ninja that can instakill its enemies by freezing their hearts. The plan was simple: if its punch somehow penetrates skin, it has a small chance to stop the target's heart. Neither paralysis, impairing function, nor necrosis worked, leading to a conclusion that heart is a non-essential organ.
Then I've decided to change things around a little, abandoning the heart-freezing part. Now the akikage's punch can make enemies bleed profusely from every part of their bodies, killing them almost instantly.
EDIT:
I've had a long think about it, and decided I'd remove the interaction from punches, and add a piercing open-hand jab attack instead. It's much less clunky, and much more believable.
What if add UBSTEP/LBSTEP to headwear?See here (http://dwarffortresswiki.org/index.php/DF2014:Armor_token#UBSTEP), no point because it doesn't work for ITEM_HELM. UBSTEP is for ITEM_ARMOR, LBSTEP is for ITEM_ARMOR and ITEM_PANTS.
i got the sizes of the dragons from some absolute mad lad on tumblr who saw my post and went yeah i'll calculate that for you. need to work out the growth period for the assorted breeds now... and i think i'm gonna have to define each breed's shape individually... can you put the STANCE and GRASP tokens on the same body part or am i gonna have to put GRASP on the wings so they can hold things?Yup both tokens work fine. My mod does this with certain quadrupeds:
Is there any way to make a creature's teeth out of a material other than ivory?Teeth call the TOOTH_TEMPLATE in STANDARD_TISSUES, STANDARD_MATERIALS and VERTEBRATE_TISSUE_LAYERS. One option would be to get rid of the predefined tooth when calling STANDARD_TISSUES and STANDARD_MATERIALS:
[REMOVE_TISSUE:TOOTH]
and
[REMOVE_MATERIAL:TOOTH]
And then redefine the TOOTH tissue/material by calling a different template:[USE_MATERIAL_TEMPLATE:TOOTH:X_TEMPLATE]
[USE_TISSUE_TEMPLATE:TOOTH:X_TEMPLATE]
The other option is to redefine standard tissues and materials, but that's a lot more work than necessary. The first option relies on the assumption that DF will call the material tokens in a linear order, which may not be the case. If you get a material not found TOOTH error, it's removing the material after you updated it and you'll need to redefine standard tissues/materials. One way of doing that would be to copy the existing standard material/tissue definitions, removing the line that defines TOOTH in each one, and making a new one that sets TOOTH to whatever you want. You could also change the line to call an argument, so it can be changed multiple times if needed by calling something like STANDARD_TISSUE_TOOTHARG:whatevertissue and the same for materials.[MELTING_POINT:10000]
[MAT_FIXED_TEMP:11000]
Once you change that, also try giving your creature a HOMEOTHERM token, such as [HOMEOTHERM:10070], sets the creature's body temp and, "Provides minor protection from environmental temperature to the creature."
Made the alterations, it seems to have worked. Creature isn't melting any more, and its teeth are taking off dwarf limbs quite well. Thanks for the help!Is there any way to make a creature's teeth out of a material other than ivory?Teeth call the TOOTH_TEMPLATE in STANDARD_TISSUES, STANDARD_MATERIALS and VERTEBRATE_TISSUE_LAYERS. One option would be to get rid of the predefined tooth when calling STANDARD_TISSUES and STANDARD_MATERIALS:Code: [Select][REMOVE_TISSUE:TOOTH]
And then redefine the TOOTH tissue/material by calling a different template:
and
[REMOVE_MATERIAL:TOOTH]Code: [Select][USE_MATERIAL_TEMPLATE:TOOTH:X_TEMPLATE]
The other option is to redefine standard tissues and materials, but that's a lot more work than necessary. The first option relies on the assumption that DF will call the material tokens in a linear order, which may not be the case. If you get a material not found TOOTH error, it's removing the material after you updated it and you'll need to redefine standard tissues/materials. One way of doing that would be to copy the existing standard material/tissue definitions, removing the line that defines TOOTH in each one, and making a new one that sets TOOTH to whatever you want. You could also change the line to call an argument, so it can be changed multiple times if needed by calling something like STANDARD_TISSUE_TOOTHARG:whatevertissue and the same for materials.
[USE_TISSUE_TEMPLATE:TOOTH:X_TEMPLATE]
Also about the melting creature, first thing I noticed was the material is hotter than its' melting point:Code: [Select][MELTING_POINT:10000]
Once you change that, also try giving your creature a HOMEOTHERM token, such as [HOMEOTHERM:10070], sets the creature's body temp and, "Provides minor protection from environmental temperature to the creature."
[MAT_FIXED_TEMP:11000]
Is that an Amorphous+ mod? Heh, that brings me back...Pretty much, yes. The Glooples are bigger (I think) than in the original, and so far I've gotten the Meltie (explodes on contact, leaves behind syndrome-causing fluid), Horror (Just got to mod in the teeth-firing and rapid tooth-regrowing), Biter (Ditto) and Grinder made, with the Clutter, Inkie, and Torchie/Frostie next on the list. May have to compensate for certain difficult-to-mod ones (Lookin' at you, Void Eater) with new creations or altered versions, due to the difficulty of faithfully reproducing their abilities. Good to find someone else who played that game, though.
@Quantum DropFar as I can tell, removing and redefining the tooth tissue/material did it for the teeth. Melting stopped after a bit of playing around with the temperature (thanks for pointing that out) and after fixing a minor muck-up in the exoskeleton BDP (turns out it was using an entirely different skin-type tissue to the one I needed. Oops.)
Glad it worked! May I ask, were you able to simply remove the tissue/material and redefine it in the creature file, or did you have to redefine the body detail plans?
Unrelated but here's something silly from one of my body detail plans I thought yall might get a kick from:Spoiler (click to show/hide)
I'm trying to improve grimeling. If it made of real plant structural materials, it become very fragile, so I have idea: grimeling continuously reanimate their bodyparts and add special syndrome. Bodyparts must FLEEQUICK from battles, slowly regrow other body parts and become aggressive back after regrowed full. How code this?
actually since they're bat type wings, that might not need to be fixed...i got the sizes of the dragons from some absolute mad lad on tumblr who saw my post and went yeah i'll calculate that for you. need to work out the growth period for the assorted breeds now... and i think i'm gonna have to define each breed's shape individually... can you put the STANCE and GRASP tokens on the same body part or am i gonna have to put GRASP on the wings so they can hold things?Yup both tokens work fine. My mod does this with certain quadrupeds:One thing to keep in mind with this is other body parts that use CONTYPE:STANCE or CONTYPE:GRASP. I have a neopet that uses its' tail as a stance part, and it also has feet. If I used the vanilla 2TOES body part, it would put toes on the tail because the body part uses CONTYPE:STANCE, thus I created a body part that puts two toes on two feet, like this:Spoiler (click to show/hide)It uses CON to directly target the desired bodyparts, rather than targeting every STANCE part. If you give wings GRASP for example, and you're also giving them hands/fingers, you'll need to make a new body part similar to the one above to make sure they don't have fingers on their wings.Spoiler (click to show/hide)
Oh you're also going to need to pay attention to what attacks you give the creature. If I gave the kick attack to my pet that stands on its' tail, it would kick with its' tail because the kick attack uses BY_TYPE:STANCE, likewise if you gave wings grasp, the creature would punch with its' wings because the attack uses BY_TYPE:GRASP. It's an easy fix, just something to pay attention to.
actually since they're bat type wings, that might not need to be fixed...Not sure what you mean honestly. I'm just saying if your wings have the token [GRASP], like this:
I've started working on yet another project I may never finish - a cavern expansion. So far I've finished four creatures:
-Cave stag
[REACTION:PRESS_OIL]
[NAME:press liquid from paste]
[BUILDING:SCREW_PRESS:CUSTOM_P]
[REAGENT:paste:150:GLOB:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
[NOT_PRESSED]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:paste:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:paste:NONE][PRODUCT_PRESSED]
[SKILL:PRESSING]
[REACTION:PRESS_OIL_FRUIT]
[NAME:press liquid from fruit]
[BUILDING:SCREW_PRESS:CUSTOM_F]
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
[NOT_PRESSED]
[UNROTTEN]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:plant:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE][PRODUCT_PRESSED]
[SKILL:PRESSING]
I came to a realization about my modding. Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.Could make ghost/wraith/phantom versions of your new sea creatures, so they appear in marshes and other?
Not gonna stop adding sea life though, its kinda my passion. I'll just have to make more amphibious critters
I came to a realization about my modding. Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.Could make ghost/wraith/phantom versions of your new sea creatures, so they appear in marshes and other?
Not gonna stop adding sea life though, its kinda my passion. I'll just have to make more amphibious critters
"Goddammit, it's another group of PHANTOM DOLPHINS in the sky.""
edit: old phantom raven, ultra super dodging.Spoiler (click to show/hide)
I came to a realization about my modding.
Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.
I came to a realization about my modding.
Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.
Sounds really interesting. I like coastal fortresses, what features did you add? Lots of wildlife? Can it be encountered at the beach?
Made a subspecies of dragons that have a weaker fire breath but can inject venom with their bites. Forgot to decrease the melting point for the venom, causing it to be superheated on injection. Which incinerates victims into ash from the inside within seconds, not even leaving a corpse. This is a nice effect but not what I had in mind...
I made a lot of experiments with PROPEL_UNIT and so far nothing work besides what we can read in the interaction examples. So it can only push an enemy away from you, without selecting locations.If the enemies line up then they will slam into each other atleast, pretty fun to see when it happens.
That's a bit disappointing as I was expecting to be able to push in any direction, up, down, enemies against each other, etc.
Made a subspecies of dragons that have a weaker fire breath but can inject venom with their bites. Forgot to decrease the melting point for the venom, causing it to be superheated on injection. Which incinerates victims into ash from the inside within seconds, not even leaving a corpse. This is a nice effect but not what I had in mind...
Have to start making graphical sprites. I am notoriously bad at this, but as per the FotF response, anything that doesn't have sprites won't show up, unless I want to reuse vanilla sprites and confuse players. I'll be honest, I've been putting this off the whole time I've been doing DF modding, because I suck at it. But it's not going to be optional anymore.ASCII/regular tileset version comes with Steam. If there's no sprites in your mod, just call it a non-graphical mod. Shouldn't ever force yourself to start doing something you don't enjoy just because the masses are demanding it.
I did make a golem yesterday. Theres only one variant, bronze golem with a sword and a crossbow (they have an interaction to fire bronze globs, which should be dangerous enough). I'm trying to put a special rune on them which counts as their brain, is a small, external body part made of obsidian on their upper body. It works if you hit it with an edged weapon like an iron axe, but not an iron mace. That just glances off. They're "skilled" fighters in all disciplines.
They won 21 out of 26 matches against equally skilled humans wearing iron armor and steel halberds (I figure the halberd simulates most large slashing, stabbing and smacking attacks). Those who won had one or no major injuries, the golems tended to suffer several lost body parts or serious injuries.
So they're tough. Now I just need to write up a construction/summoning reaction and interaction to produce them in-game.
Turning people into vermin is REALLY WEIRD
Because legends mode will not track vermin, it will also not track people being turned into vermin. This includes people turned into vermin during normal gameplay, legends mode will just pretend they were their original species.
People turned vermin are not treated like normal vermin and instead are just treated as normal creatures. Basically you cannot Grab them with g in adv mode and they don't blink around.
I managed to crash the game by trying to throw a guy I turned into a snail with wrestling. However I can't reproduce this.
About to start a new mod, which in the "proud" Teneb tradition is a conversion of a pre-existing universe. Main difference here is that there's already another mod that does that (and does it well!), but 1) I want to do it; and 2) the extant mod approaches it from a different way than what I want to do. Which, y'know, is fine... just don't want to look like I'm making a competing mod because I've seen communities in other games take a bad turn cuz of that.
Right, got so focused on justifying that I forgot. 'Tis Star Wars.About to start a new mod, which in the "proud" Teneb tradition is a conversion of a pre-existing universe. Main difference here is that there's already another mod that does that (and does it well!), but 1) I want to do it; and 2) the extant mod approaches it from a different way than what I want to do. Which, y'know, is fine... just don't want to look like I'm making a competing mod because I've seen communities in other games take a bad turn cuz of that.
What's the universe you're converting DF to, if you don't mind me asking?
Right, got so focused on justifying that I forgot. 'Tis Star Wars.......
Feel kinda bad because Jawa Fortress is a really good mod, but I really want to do this. So...
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:50:50:100:100:150:200
Didn't muck about with entry placement here.I have been gone for awhile, but I should probably update some of my mods. Hopefully too many tags haven't changed since v44.12.
Oh hey, welcome back Brolol! Good to see you modding again.
Working on cleaned up appearances (dorf/hum/elf) mod for creature_standard.txt. Currently for default vanilla we have a jigsaw puzzle dump onto a table sort of affair.g i v e
Rorschach inkblot take aside (you see what you wanna see), removing dermatalogical (dry/oily hair)/dental issues and some end ranges for facial features results in less One Piece noble/Eldritch-abomination descriptions. A glut of detail produces a Gulliver in Brobdingnag effect.
For example, I made a Revolutionary Girl Utena type shoujo-pretty character:
(https://i.imgur.com/jLqquu5.png)
Or it could be seen as such.
Also realized besides degree value (extremely/very vs. slightly/somewhat) and APP_MOD_IMPORTANCE, the order in which an entry appears governs it's placement in unit description.
The above example had a APP_MOD_IMPORTANCE:1000 for hair, and a 50 for degree (short).Code: [Select]TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:50:50:100:100:150:200
Didn't muck about with entry placement here.
With the exception of dialed-in individualized creature text files, you still kinda have to sit on description rolls unless you want an everyone's become a clone effect in world gen.
Hey, any way I can help out?No need, though I will take inspiration from a few things in your mod.
Hey, any way I can help out?No need, though I will take inspiration from a few things in your mod.
Is it possible to use creature_variation to make the creature raws a bit more compact? I've been going through creature_standard.txt and a lot of tags between the races are just repeated verbatim. Have anyone tried defining a "basic humanoid" creature variation with all the tags the races in common to make raw editing more manageable/readable?
The slow and horrible process of determining what the hell is breaking embarks with one particular files for my mod. Nearest that has been determined so far is that it's definitely the cave plant file, and probably the trees.
I've never had to fix such an issue before, and I hate it.
The slow and horrible process of determining what the hell is breaking embarks with one particular files for my mod. Nearest that has been determined so far is that it's definitely the cave plant file, and probably the trees.
I've never had to fix such an issue before, and I hate it.
A long time ago I had an issue with plants that produced animal milk and cheese. Do you have any made of materials with animal tokens or maybe inorganics?
I'm thinking of making Gelding result in parts.ahahaha do it :P
Then starting a fortress in a haunted biome (or by a necro. tower).
(EVIL LAUGH)
I'm thinking of making Gelding result in parts.Feel free to use the genitals and breasts from older OldGenesis versions to add "reaalism" to your worlds :-X :-[
Then starting a fortress in a haunted biome (or by a necro. tower).
speaking of, OldGenesis has become a bit of an inspiration for me. I keep finding myself going, "hmm how can I implement this correctly?" and referring to all the notes and goodies in OldGenesis. Most recent example is creature behaviors through the SOUND token. I'd just been keeping the thought in the back of my mind, and I'd wanted to know what yours and Deon's take was on the mannerisms tokens, and I noticed in the civilized creature file you'd done exactly what I'd been thinking with the SOUND token! Good stuff and it's all much appreciated!I'm thinking of making Gelding result in parts.Feel free to use the genitals and breasts from older OldGenesis versions to add "reaalism" to your worlds :-X :-[
Then starting a fortress in a haunted biome (or by a necro. tower).
I don't think the gelding feature can be modified, but butchering gives the organs like lungs and hearts.
What does the Fox say
[SOUND:ALERT:22:2000:VOCALIZATION:bark:barks:a bark]
[SOUND:PEACEFUL_INTERMITTENT:33:40000:VOCALIZATION:barkbark:barkbarks:a four-bark call]
Did you just add a [SQUAD:10:soldier:soldiers] tag to expedition leaders or does it also need to take over for the militia_commander position's [RESPONSIBILITY:MILITARY_STRATEGY]?[SQUAD:20:Squadmate:SquadMates]
I've been having trouble with not being able to grow a particular plant that was important for alchemy. Replaced the current plant definition with one from a previous version and suddenly you can plant it again. No ideas, must have deleted a tag somewhere... I'm not experiencing as many worldgen crashes now after various other work, but something is still crashing, very rarely, which is a pain in the ass
I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.
I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.
You might like to look at Brolol's abandoned bug mod. (http://www.bay12forums.com/smf/index.php?topic=175028.0) He did most of the environment modding already, and his posts about the frustrations that seemingly got him to eventually drop it could help avoid problems.
I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.
You might like to look at Brolol's abandoned bug mod. (http://www.bay12forums.com/smf/index.php?topic=175028.0) He did most of the environment modding already, and his posts about the frustrations that seemingly got him to eventually drop it could help avoid problems.
Thank you!
I had to make a few little changes, then I simply forgot to upload it. It do be like that sometimes.
Now it's up.
I'm trying to make Dwarven Wakanda by adding a syndrome to Adamantine that increases the physical attributes of dwarves, basically making them mutants.As far as I know, a solid item cannot give a syndrome. We'd have "rare altar sacrifice gave speed boost sword". Also, earrings do not "pierce the skin".
So far, I've managed to add a syndrome to Adamantine proper that will enter blood when it pierces the skin (I think), which means that either using strands in a hospital or wearing Adamantine earrings should induce the syndrome. It would also mean that anything hit by a weapon made from Adamantine might infect something with the syndrome, so I might just remove the injected part maybe.
Lots of cleaning up teh LOLmod (well, adding the ”_TLM” suffix to most of the objects) and fixing bugs along the way, such as cars missing half of their wheels.
I'm trying to make Dwarven Wakanda by adding a syndrome to Adamantine that increases the physical attributes of dwarves, basically making them mutants.As far as I know, a solid item cannot give a syndrome. We'd have "rare altar sacrifice gave speed boost sword". Also, earrings do not "pierce the skin".
So far, I've managed to add a syndrome to Adamantine proper that will enter blood when it pierces the skin (I think), which means that either using strands in a hospital or wearing Adamantine earrings should induce the syndrome. It would also mean that anything hit by a weapon made from Adamantine might infect something with the syndrome, so I might just remove the injected part maybe.
I reckon best option would be a workshop reaction that consumes Adamantine threads(or rings or earrings or crowns) and gives a puff of permanent-boost-syndrome gas.
Or maybe I recall wrong and SYN_CONTACT explains it: https://dwarffortresswiki.org/index.php/DF2014:Syndrome#SYN_CONTACT
And now that the mutants function properly, I'm unsure if I want to use them at all. Oh well, guess I'll put them back on the shelf then.Decided to try them out after all and made mutant versions of humans and goblins while at it.
Are you making a half life mod? Are the tripods hunters/striders?
Once I finish those, I'll finally release the mod.
I was wondering whether it was possible to mod in an ability that's basically the propel mechanic, but aimed upwards, so that those targeted get a quick jolt into the sky.The IE_PROPEL_FORCE token unfortunately does not take a direction.
I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized.
I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized.
Huh, now that I think of it, I probably used some stuff from Spellcrafts as a guide/reference after getting the curse idea and being unsure of how to do it.
I think I'll leave the curse as it is for now, though I might make it so that the cursed creature reverts to their old form for a couple of days during a moon cycle (a bit like in Ladyhawke (https://en.wikipedia.org/wiki/Ladyhawke_(film))).
I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized.
Huh, now that I think of it, I probably used some stuff from Spellcrafts as a guide/reference after getting the curse idea and being unsure of how to do it.
I think I'll leave the curse as it is for now, though I might make it so that the cursed creature reverts to their old form for a couple of days during a moon cycle (a bit like in Ladyhawke (https://en.wikipedia.org/wiki/Ladyhawke_(film))).
So, kind of like a reverse werebeast?
-Spider prophet - a secret available to female drow (if that's possible).
I made a second version of the root deer; the caantelope. It's an antelope made of cantelope, with a fat round body and toothpick legs.
is it possible to mod a [POWER] creature that spreads good tiles, or is evil all that's supported right now?
Paper katanas could be cool, but I'm not sure if I should make them useful or just funny.
MOUNTAIN | FOREST | PLAINS | EVIL | SKULKING | |
MOUNTAIN | 39 | -31 | -34 | -176 | -13 |
FOREST | -30 | 40 | -71 | -159 | -33 |
PLAINS | 9 | -23 | 33 | -78 | -16 |
EVIL | -36 | -36 | -12 | 23 | -14 |
SKULKING | -4 | -27 | -73 | -123 | 26 |
Id almost say foward this to Toady, it could speed along things considerably for some aspects of the tavern arc, but id definitely use it if dwarves could be a bit more picky to choose their preference food for the job (unless somoene else brings it in? Im not sure)It's not hard to change. Selecting best food from a list requires some more computations. I will make it an option later.
Very interesting, do dwarves drink out of owned mugs stored on tables too?
Decided to slowly return to modding DF because why the heck not. It is somewhat soothing in its own way, New mod, though, don't want to have to remember where I left off with other stuff.
Decided to slowly return to modding DF because why the heck not. It is somewhat soothing in its own way, New mod, though, don't want to have to remember where I left off with other stuff.
Glad to see it, your old warhammer mods have left me months of fun to poke, prod and build upon.
For myself, i've been experimenting with [COMMANDER:<position>:<all?>] tokens, and thus far i think i've made a breathrough in how to properly organize army controllers so they aren't a spawl of bottom level non-historical captains rushing, which should mean gameplay wise that a entire army can be capped for gameplay purposes to be defeatable within invader-cap by restricting their numbers.
Just a tweak to put a number instead of 'all' and tightly controlling captains within the framework.
Oh, I've been trying to figure this out! Is it possible to make it so that a civ generates histfig generals according to the scale of its wars, instead of always having the same number?
function fixRiders()
for k, unit in ipairs(df.global.world.units.active) do
if dfhack.units.isCitizen(unit) and unit.riding_item_id ~= -1 then
local mount = df.unit.find(tonumber(unit.riding_item_id))
-- This should fix pathfinding issues. The mount will try to go to the same place as the rider at all times.
-- based on companion-order.lua
if mount.path.dest.x ~= unit.path.dest.x or mount.path.dest.y ~= unit.path.dest.y or mount.path.dest.z ~= unit.path.dest.z then
mount.idle_area.x = unit.path.dest.x
mount.idle_area.y = unit.path.dest.y
mount.idle_area.z = unit.path.dest.z
mount.idle_area_type = df.unit_station_type.ChainedAnimal -- Doubtful
mount.idle_area_threshold = 0
mount.follow_distance = 50
mount.path.dest = {x=unit.path.dest.x,y=unit.path.dest.y,z=unit.path.dest.z}
mount.path.goal = df.unit_path_goal.SiteWalk -- Doubtful
mount.path.path.x:resize(0)
mount.path.path.y:resize(0)
mount.path.path.z:resize(0)
end
end
end
dfhack.timeout(1, 'ticks', fixRiders)
end
Part of DF's system for combat is an attacker's number of available attacks applied against the defender's targetable body parts.
Shorter menus for both, IMO equal cleaner simulation for units under AI control.
Besides what Sver and Taffer used for facial features, adding INTERNAL token to toes and fingers, and limiting natural attacks to left/right punch/kick for HUMANOID_NECK creatures achieves this nicely.
Due to force transfer's overpowered numbers, the less pin-to-tile behavior for all AIs involved in group skirmishes, the better, so along with BITE removal there's wrestling controls via prehensile grips.
Insofar as you can tinker with wrestling, I've removed the LIMB token from upper/lower arms, and upper legs to simulate the real world's possible 2 points of contact standing/4 on the ground: hands retain GRASP and lower legs retain LIMB.
Standing units who have been world-genned/assigned with hands filled won't wrestle at all.
To be consistent I guess most creatures not HUMANOID_NECK need the LIMB token removed since wrestling unfortunately can proceed beyond the tie-up contact stage to strangles/joint-locks for many animals. While occasionally funny to watch a horse spam various joint-locks, it's not all that great simulation-wise.
The problem of force transfer can be navigated in Adventure Mode under player control, but it's not well managed for AIs, particularly smaller creatures like your melee squads inflicting force transfer on larger critters like semi/megabeasts. Unsure what I'll do here.
Just let the cats in before anyone else. Hundreds of dead beetlesActually cats are the ones in the most danger.
Part of DF's system for combat is an attacker's number of available attacks applied against the defender's targetable body parts.
Shorter menus for both, IMO equal cleaner simulation for units under AI control.
Besides what Sver and Taffer used for facial features, adding INTERNAL token to toes and fingers, and limiting natural attacks to left/right punch/kick for HUMANOID_NECK creatures achieves this nicely.
Due to force transfer's overpowered numbers, the less pin-to-tile behavior for all AIs involved in group skirmishes, the better, so along with BITE removal there's wrestling controls via prehensile grips.
Insofar as you can tinker with wrestling, I've removed the LIMB token from upper/lower arms, and upper legs to simulate the real world's possible 2 points of contact standing/4 on the ground: hands retain GRASP and lower legs retain LIMB.
Standing units who have been world-genned/assigned with hands filled won't wrestle at all.
To be consistent I guess most creatures not HUMANOID_NECK need the LIMB token removed since wrestling unfortunately can proceed beyond the tie-up contact stage to strangles/joint-locks for many animals. While occasionally funny to watch a horse spam various joint-locks, it's not all that great simulation-wise.
The problem of force transfer can be navigated in Adventure Mode under player control, but it's not well managed for AIs, particularly smaller creatures like your melee squads inflicting force transfer on larger critters like semi/megabeasts. Unsure what I'll do here.
Just removed most of the limb tokens from [HUMANOID_NECK]. When I tested in the arena I was able to break someones hips and they did not fall over. Unfortunately the limb tokens are also used to define the function of the body part bot just for wrestling. After I put the lib tokens back a single broken hip would cause a human to collapse.
The other issue is that once there is a hospital they will frequently cancel jobs to "rest their injury" even from a single bite.
What determines whether a creature considers an injury worth resting? Is it any negative syndrome, or does it require a certain level of severity?
I'd like them to ignore one or two bites, but if they are starting to bleed out it makes sense to seek a hospital, if nothing else because their current occupation is probably in a beetle-infested spot and they should be smart enough to move. (Of course, if the hospital is infested with beetles that becomes an iaaue on its own, but that's all part of the fun...)
Fine-tuning a creature: a vermin beetle that hangs around your refuse piles. Its bite is not strong enough to be dangerous to human-scale creatures on its own (as long as you don't leave dead bodies all over your meeting hall), but when a bunch of them are captured and thrown into a small pit together they serve as a means of "disposing" of unwanted enemies.
Although now that I think about it, they might still be dangerous to pets and children...
It's not duped raws - the rest of the game is working fine.
I've checked around a bit and found that there are several instances of oni deities getting killed. My guess is that is has to do with the oni species, which are NIGHT_CREATURE_SPOUSE_CONVERTERs with a civilization. This is surprisingly functional - they generally behave like normal civilized creatures, but occasionally one will suddenly start acting like a night creature, get booted out of society, and start kidnapping and converting other species.
My guess is that the game didn't really account for deities in the form of night creatures, and tries to give them both deity and night creature behavior in worldgen - both creating slabs and ambushing travelers, the latter of which can get them killed.
The game handles this surprisingly well - I haven't seen a crash yet. I know from DFHack experiments that deities are, internally, regular historical figures of their respective species, just with a deity flag that stops them from existing physically and lets them do god stuff. I wonder if it's possible to encounter an oni deity living in a cave in adventure mode.
Im sorry, is this a Thriller zombie party interaction?Believe me, I was bewildered by this as well. Was testing out a race I did for this mod, and decided to go to a necromancer tower for the hell of it. And then I saw this
Finally found out the source of a weird effect on my modded civ and creature that had been bothering me.That's neat - I never knew that. If I had to hazard a guess as to why, I imagine it might be something like the game generates the unit, notices the unit has military skills, then assumes they must've been in the military/trained as a soldier so gives them some appropriate hardenedness based on their supposed level of military experience.
I discovered that the [NATURAL_SKILL] token, when used to set a combat skill, will cause all creatures to be "hardened" in proportion to the set level.
Level 4-6 will give the "is getting used to tragedy." string, 7-9 will give "is a hardened individual.", and 10 and above will give "doesn't really care about anything anymore."
Is that a know fact? Because I certainly couldn't find any mention of it out there.
You know, I don’t think I’ve even seen dwarfs do this.Im sorry, is this a Thriller zombie party interaction?Believe me, I was bewildered by this as well. Was testing out a race I did for this mod, and decided to go to a necromancer tower for the hell of it. And then I saw this
(https://i.imgur.com/MQi1uFf.png)
I didn't think the zombies would be using interactions, since on my other mods I don't think I've seen them use interactions much.
Maybe a secret of hunting that lets you turn your defeated enemy into a small prey creature and summon dogs to chase them down...Sounds like a version of animality+babality. Maybe the animal and birth spheres could be used for those.
Anyone know of a good way to make a non-lethal fire attack that can be safely used by non-fireproof creatures? Fireballs in DF are pretty overpowered and I'd like to restrict them to finishers, but you can't have a secret-based mod without pyromancy.i once used blisters+pain+bleeding-inducing inorganic projectiles for that, and now a projectile that comes out with a high melting point and slightly lower boiling point so that it evaporates immediately on a hit (for an AOE effect) - latter can still set stuff on fire, but its also likely to just cause some melting damage.
so saw that bogeyman replacement and realize the game will keep track of those hallucinations in legend mode and I guess in some scenarios with the adventurer the hallucinations will linger on outside of the cackling event.The hallucinations poof when the cackling ends so their corpses dont linger (their severed body bits do though - taken a precaution so that their body materials have the "mystery" prefix rather than "hallucination" - should give the effect of the player character waking up from their hallucination trip surrounded by unidentifiable severed limbs and piles of blood and gore).
As they don't poof when the sun shows up they only poof when the game ends the cackling event(which one of the set ups for that is sun rising but it's not tied to the creature.)... and if their corpse lingers awhile.
let alone interactions can affect them so any lingering necromancy, status effects and syndromes would also affect them.
like with how they work you could pull a quantum disturbance being with them... but I Don't think LISA series has dimensional crossing characters in it (if this is a lisa mod). so I guess hidden joy mutants that appear and explode into fine mist? though turning the player into a type of joy mutant that seems fine up until they activate the cackling and find out that they need to reverse the transformation or they just also die along with the other mutants when the event ends seems like a lisa event.
so like when I brought this up, I was wondering about the idea of how would you handle the "hallucinations getting out of the cackling"?so saw that bogeyman replacement and realize the game will keep track of those hallucinations in legend mode and I guess in some scenarios with the adventurer the hallucinations will linger on outside of the cackling event.The hallucinations poof when the cackling ends so their corpses dont linger (their severed body bits do though - taken a precaution so that their body materials have the "mystery" prefix rather than "hallucination" - should give the effect of the player character waking up from their hallucination trip surrounded by unidentifiable severed limbs and piles of blood and gore).
As they don't poof when the sun shows up they only poof when the game ends the cackling event(which one of the set ups for that is sun rising but it's not tied to the creature.)... and if their corpse lingers awhile.
let alone interactions can affect them so any lingering necromancy, status effects and syndromes would also affect them.
like with how they work you could pull a quantum disturbance being with them... but I Don't think LISA series has dimensional crossing characters in it (if this is a lisa mod). so I guess hidden joy mutants that appear and explode into fine mist? though turning the player into a type of joy mutant that seems fine up until they activate the cackling and find out that they need to reverse the transformation or they just also die along with the other mutants when the event ends seems like a lisa event.
There's several different types of hallucinations, mostly for a creepy experience in some evil biomes (especially since their "descriptions" don't actually describe them) - there's gonna be clouds of hallucinogenic mist rolling through evil biomes, as a reason to why the hallucinations would appear - going with the assumption that they're just normal creatures (for the setting, anyway) like bears or snakes, but the player character is seeing them twisted and far more grotesque due to the mist - presumably they too are freaking out due to the mist.
Been going through all my old pitiful modding attempts, ditching loads of stuff and fixing the rest the best I can.
I have some problems with my current bastard hamster raptor race, Harmsters.
1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.
I have some problems with my current bastard hamster raptor race, Harmsters.
1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.
Have you tried using DFLang to generate the language (http://www.bay12forums.com/smf/index.php?topic=47332.0) from a list of words?
You cannot define special spheres or religious beliefs, they're hard-coded. You can use the religion entity tags to give them stars as a default sphere, though, and they'll almost always generate a deity of that sphere.
I had to rething the frequency of Elder Scrolls creatures. It seemed strange that so many (almost certainly) non-canon mounts and pets from ESO would be as common as iconic creatures such as guars and mudcrabs.
Oh, and I've also finalized Greg Keyes novels creatures, and frankly I was considering skipping a few of those. Soul-spinners and proforms play a very specific role in the soul cycle of Umbriel, which had my brain overheat. In the end I've decided to just ignore it all. Proforms are just aquatic vermin that do nothing but disgust dwarves, and soul-spinners can turn people into mindless, emotionless, yet still living husks.
Of other interesting creatures from the novels, there are the slarjei. I used the Beyond Skyrim idea of making them half-ton rodents. Josephoartigastia, a real giant rodent, weighted more than that, but a slarjei is more slender, similar to the patagonian mara in shape.
The nameless non-histfig soldiers of worldgen aren't a normal split of whatever castes the civ's creature has. They're just a huge group of whatever the first caste is.Thanks, added to my little "knowledge base".
So.Don't worry about it, always gotta start somewhere. My stuff was pretty broken too before I discovered there was an errorlog
I've been working on and off on a personal mod/mod-pack for some time (last couple years maybe?), and now it seems that after a fourth (or fifth?) time doing things from scratch I'm finally at the point that it should be playable. Or at least the majority of stuff I wanted in is there.
Feels weird that the main work is "done".
Horrified at the thought of how riddled with bugs and broken reactions it will be... Just need to now find some motivation to test the stuff and see how badly it sucks.
Yeah, fortunately I realized the existence of errorlog.txt quite early on - saved quite a lot of extra work many times. So far all errors and duplicate raws should be fixed. I'm expecting stuff to be needlessly complicated (in addition to broken reactions) and too different from vanilla, but as long as I'm keeping this as a personal mod thingie, it's not such a big deal.Reactions playtesting should take only one hour.
[CREATURE:SKUNK]
[DESCRIPTION:A small black and white mammal. It is capable of spraying a stinking fluid.]
[NAME:skunk:skunks:skunk]
[CASTE_NAME:skunk:skunks:skunk]
[GENERAL_CHILD_NAME:skunk kit:skunk kits]
[CREATURE_TILE:'s'][COLOR:0:0:1]
[CREATURE_CLASS:MAMMAL]
[PETVALUE:50]
[PET_EXOTIC]
[VISION_ARC:50:310]
[NATURAL]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:1:1]
[BENIGN][MEANDERER]
[PREFSTRING:distinctive striping]
[PREFSTRING:foul smell]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:4TOES_FQ_REG:5TOES_RQ_REG:MOUTH:RODENT_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[GRASSTRAMPLE:0]
[BODY_DETAIL_PLAN:NORMAL_STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NORMAL_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]
[USE_MATERIAL_TEMPLATE:SPRAY:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen spray]
[STATE_ADJ:ALL_SOLID:frozen spray]
[STATE_NAME:LIQUID:spray]
[STATE_ADJ:LIQUID:spray]
[STATE_NAME:GAS:spray gas]
[STATE_ADJ:GAS:spray gas]
[PREFIX:NONE]
[EVAPORATES]
[SYNDROME]
[SYN_NAME:nausea]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SKUNK:ALL]
[SYN_IMMUNE_CREATURE:SKUNK_MAN:ALL]
[SYN_IMMUNE_CREATURE:GIANT_SKUNK:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:ABRUPT:BP:BY_CATEGORY:EYE:ALL:START:0:END:1:DWF_STRETCH:40]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:ABRUPT:START:0:PEAK:0:END:20:DWF_STRETCH:40]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:ABRUPT:START:0:PEAK:0:END:5:DWF_STRETCH:40]
[CE_MENT_ATT_CHANGE:WILLPOWER:-90:0:SIZE_DILUTES:ABRUPT:START:0:END:5:DWF_STRETCH:40]
[BODY_SIZE:0:0:400]
[BODY_SIZE:1:0:2000]
[BODY_SIZE:2:0:4000]
[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:10:15]
[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:GRASP_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]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:BODY_LOWER]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPRAY:TRAILING_VAPOR_FLOW]
[CDI:VERB:spray:sprays:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:1000]
[CHILD:1]
[CREPUSCULAR]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:1945:1504:1062:548:3100:4500] 16 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:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_BLACK_WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
Suggest more animal additions like this!
Ive been thinking about porcupine quills too and havent come up with a good way to implement them. As an attack using the tissue layer? that injects a painful "quills stuck in skin" syndrome? No matter how you do it its gonna be weird.It's gonna be pretty weird, but yeah, a syndrome inducer attached to an attack using a quill-covered body part seems to be the least odd way for a realistic porcupine.
I also did swarms of biting locusts as a regional mist in savanna and grasslands biomes once. it was horrifying.
I've been working on and off on a personal mod/mod-pack for some time (last couple years maybe?), and now it seems that after a fourth (or fifth?) time doing things from scratch I'm finally at the point that it should be playable.
Now it should be in a slightly better state and testing can commence.
Im mostly drawing sprites, and realizing how much i dont know about drawing sprites. Worst part is, I have no idea how theyll look in the upcoming version of the game. Using them in the current version isnt very enlightening.
-snip-
Also, so weird to have a release and nowhere here to post issues as we come across them..
Steam is everything but user friendly when it comes to uploading mods and editing entries, and it pisses me off. If you can upload images through Steam, why can't you do the same with a thumbnail? Why do you have to do the text formatting manually? Why aren't there convenient buttons for that? Is that so difficult to program?
I wanted to upload Dino Hybrids to steam, but I got annoyed big time. Also, thinking about graphics makes me feel anxious. This is all too overwhelming for me. I'm considering sticking to the free version, but I like the idea of my mods actually getting downloaded and played. This whole situation is not good for my mental health, that much I know lmao
The skill ID for engraving has changed, it's not DETAILSTONE anymore. I've also tried ENGRAVER, ENGRAVING, STONECARVER, and STONECARVING. None of those are correct.Try also ENGRAVE, DETAIL, CARVE, STONECARVE, STONEDETAIL, ENGRAVESTONE
ENGRAVE_STONEThe skill ID for engraving has changed, it's not DETAILSTONE anymore. I've also tried ENGRAVER, ENGRAVING, STONECARVER, and STONECARVING. None of those are correct.Try also ENGRAVE, DETAIL, CARVE, STONECARVE, STONEDETAIL, ENGRAVESTONE
I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.
Instead I think I am going to turn those mods into something else.
Steam is everything but user friendly when it comes to uploading mods and editing entries, and it pisses me off. If you can upload images through Steam, why can't you do the same with a thumbnail? Why do you have to do the text formatting manually? Why aren't there convenient buttons for that? Is that so difficult to program?
I wanted to upload Dino Hybrids to steam, but I got annoyed big time. Also, thinking about graphics makes me feel anxious. This is all too overwhelming for me. I'm considering sticking to the free version, but I like the idea of my mods actually getting downloaded and played. This whole situation is not good for my mental health, that much I know lmao
I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.
Instead I think I am going to turn those mods into something else.
The ones on the workshiop have pretty limited features. I would suggest still port over those two.
Don't stress yourself out over it. Take your time and if nothing else leave it on the free version. There is no deadline.
There will be many mods that don't make it to steam due to the graphic requirement alone.
I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.
Instead I think I am going to turn those mods into something else.
The ones on the workshiop have pretty limited features. I would suggest still port over those two.
Splint - as one among many who's still using your content, you may find it easiest to get it working with DF classic (hopefully in the next couple weeks), and then slowly build up graphical support from there. That's basically my approach for now.
I empathize. I've spent upwards of 80 hours on highfantasy and havn't quite hit graphics yet. It's a yikes. But I'm looking forward to playing, even if it's by myself with 100s of invisible graphics and placeholders, for now.
I went back to my roots and made most furniture & items craftable from cheese :DLike soap, but edible. Good choice.
Gelfling will probably be the easiest of all the races, since it'd just have to be a slight modification to elves plus women who can fly.
I plan the first update to have sprites for everything other than actual dinosaurs, meaning I have to do mammals and synapsids. Dinosaurs are not only numerous, but also somewhat complicated, because there are no living creatures resembling a Spinosaurus or a Brachiosaurus.
A repulsive monster in the form of a gigantic leech. It feeds by overpowering prey and boring into them to consume blood and viscera.
A great snail the size of an ox. It lives to eat and seems only dimly aware of its surroundings.
A great beastly crab with a terrible temperament. It will violently displace competing scavengers when feeding on beached whales.
A tremendous white humanoid bear. It thrives where the bitter cold would kill from exposure.
A small and gracile arachnid person with six spindly arms and the fanged face of a spider. Its drab appearance belies a destructive venom.
A large and stout snake person, cryptically colored as to blend in to the underbrush.
That pyromancy mod is finished with the help of some smarter people from this board, now I'm feeling ambitious and wish to make more types of -mancers. Starting with one revolving around either wind or water.
I had a spat of civil violence that killed around 18 denizens, but unlike the old civil war bug, it petered out on its own. Did seem to be sparked off by an axe lord tantruming and swinging fists around and resulted in a ton of injuries but everyone got over it. I'm wondering if its because I set the KILL_ENTITY_MEMBER ethics to PERSONAL_MATTER; either allowing the violence or preventing it from becoming a death spiral.Civil violence is not a bug and happens with regular ethics too. And, yes, having it peter out is due to bug fixes as death spirals aren't fun. Now we can enjoy the occasional barroom brawl. Just make sure you have plenty of beds in the hospital. Seems to finally be working, which is nice.
I had a spat of civil violence that killed around 18 denizens, but unlike the old civil war bug, it petered out on its own. Did seem to be sparked off by an axe lord tantruming and swinging fists around and resulted in a ton of injuries but everyone got over it. I'm wondering if its because I set the KILL_ENTITY_MEMBER ethics to PERSONAL_MATTER; either allowing the violence or preventing it from becoming a death spiral.Civil violence is not a bug and happens with regular ethics too. And, yes, having it peter out is due to bug fixes as death spirals aren't fun. Now we can enjoy the occasional barroom brawl. Just make sure you have plenty of beds in the hospital. Seems to finally be working, which is nice.
It would be nice to have our Killing is Personal civs instantly murder one another like in worldgen, but that doesn't happen in fortress mode yet (except in a Fell Mood of course).
("Theft is OK" civs work. No-one reports artifact heists. Captain of the Guard has little to do but grumble about chains. Ha ha...).
LOW LIGHT VISION RANGES (tested in 0.47.05):
734-10000 = 25 tiles
700-733 = 24 tiles
667-699 = 23 tiles
634-666 = 22 tiles
600-633 = 21 tiles
567-599 = 20 tiles
534-566 = 19 tiles
500-533 = 18 tiles
467-499 = 17 tiles
434-466 = 16 tiles
400-433 = 15 tiles
367-399 = 14 tiles
334-366 = 13 tiles
300-333 = 12 tiles
267-299 = 11 tiles
234-266 = 10 tiles
200-233 = 9 tiles
167-199 = 8 tiles
134-166 = 7 tiles
100-133 = 6 tiles
67-99 = 5 tiles
1-66 = 4 tiles
0 = 3 tiles
I also had a wereopposom show up on a "rampage." Because they're not CRAZED, he walked right past my door guards and entered the fort, but then got in a fight with and was mauled to death by my dogs. So, non-crazed werebeasts might not be hostile to your citizens, but may be hostile to your animals, for some reason. No idea why, but that's important to know.
Is there a faster way to generate worlds? A setting I overlooked somewhere or something? Or is it just generating smaller worlds.
I'm making some kobold banditry-related tweaks, and some hidden cave-dwelling animalfolk civs, and I want to see that they're doing their thing correctly.
Is there a faster way to generate worlds? A setting I overlooked somewhere or something? Or is it just generating smaller worlds.Are you playing 47.05 or 50.05? Worldgen has sped up quite a bit already. Only way to further speed it up is to ensure there are no people or sites (or only a couple), but that likely doesn't help you test your civs.
I'm making some kobold banditry-related tweaks, and some hidden cave-dwelling animalfolk civs, and I want to see that they're doing their thing correctly.
[TILE_GRAPHICS:SUCCUBUS_WORKSHOPS:0:0:WORKSHOP_CUSTOM:SUCCUBUS_MAGMAWELL:3:0:0]
Are you playing 47.05 or 50.05? Worldgen has sped up quite a bit already. Only way to further speed it up is to ensure there are no people or sites (or only a couple), but that likely doesn't help you test your civs.
I don't think you can make custom furnaces??? It's always just been workshops to my knowledge.
I don't think you can make custom furnaces??? It's always just been workshops to my knowledge.
The process is the same but starting with BUILDING_FURNACE instead. The only difference is that the building ends up in the furnace submenu.
Spoiler (click to show/hide)
hmm, how did you set that up? they have the [DEMON] flag?[EVIL]. Dark elves, gobbos and hobbits have it, game picks one at random whenever an underworld breach event occurs in worldgen.
ive not actually seen evil critters pop out of the underground myself, i didnt know that happened.In Worldgen. It was added in 47.01.
demon hobbits
Yeah, you may not be able to get kobolds to eat eggs directly. You could try a reaction to process eggs into chunks of meat from a creature, though.
For their language, try generating one with DFLang, you can still find it on DFFD. Its still the best tool ive found for generating languages quickly. Then use the output's ID in the entity translation, and make sure youve included the language file in your mod folder. Make sure your kobolds have both UTTERANCES and CAN_SPEAK. I'm not sure what could actually be causing the crash, but probably either a typo or duplicate word or something.
Oh! And you need to update the dflang word list with the current DF word list; it's from a much older version and doesn't have a bunch of new words.
Are you pulling your hair out and going bald because some of your military dwarves mysteriously keep going bald themselves? Are you freaking out because the dwarf you told to equip that full suit of bismuth bronze armor isn't wearing it, and now it's missing? Are you a modder who used the vanilla graphics_creatures_layered.txt as the basis for your modded race, only to discover your seemingly perfectly functional mod was causing problems with bismuth bronze? Well, it's not your fault. This is a vanilla problem - the vanilla layered graphics RAWs do not specify any sprites for items made of bismuth bronze, and the fix is super easy. Like, "one find and replace" easy.
Open graphics_creatures_layered.txt (or the equivalent file in your mod if you're dabbling with modding) in NotePad++. Open the Find and Replace window (Ctrl+H) and turn regular expressions on:
FIND:
\[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE\]
REPLACE:
[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE]\n [CONDITION_MATERIAL_TYPE:METAL:BISMUTH_BRONZE]
(You can probably do this without regular expressions turned on as well if that's intimidating for you or whatever, just remove the "\"s in the FIND string and "\n" in the replace. Using regex just keeps the raw file tidy.)
Et voila, your mysteriously unarmored baldies should now look like the badasses you always intended them to be. This was also probably a problem with wielded bismuth bronze weapons/picks/axes (almost certainly - no bismuth bronze sprites whatsoever are specified in the layered creatures raws, but I haven't seen the issue with my own two eyes so I'm couching this in uncertainty).
BEFORE:
(https://i.imgur.com/85uNZIm.png)
(https://i.imgur.com/FX0jYJP.png)
AFTER:
(https://i.imgur.com/UcYQzee.png)
(https://i.imgur.com/ivJAvoF.png)
NOTE:I don't know if updating the vanilla RAWs manually will import them to an existing save.Tested with my BF's vanilla save and a modded vanilla RAW, and unless he screwed something up in a major way it doesn't work for unmodded games without generating a new world. I know for a fact that it's compatible with existing saves when it comes to editing the appropriate file in the "installed mods" folder (see the pics above, that's my 'deep dwarf' race, and it's the same deep dwarf in both pics). If updating the vanilla RAWs truly doesn't work for existing saves, as long as you have even *one* mod running you can maybe work around this by adding a text file which will cut the accursed vanilla file and also adding your edited copy of the vanilla file to any mod's graphics folder (or even by adding a graphics folder to an installed mod with no graphical component and doing the same - I haven't experimented with any of this though so take with a huge grain of salt).
-- This last one may be indicative of progress, maybe?Are you saying you managed to get it to regrow, or just that you plan to?
After looking over the cave floater raws, I had an idea which would allow me to scrap the entire interaction granting chain of syndromes model, as this is a headache. I added templates, body parts, and body plan structure to facilitate both an internal bladder, as well as a urine liquid tissue layer, located underneath the bladder. And the liquid "regrows." The idea is that it can be expelled a couple times a day. Fecal matter will have its own "regrowth cycle" as well. However, upon reviewing some initial tests, its not immediately clear what kind of progress I've made:
My evil Hobbits leak putrid seawater from their feet (defense mechanism against minotaurs whose horns rot if they step in it, causing despair).
The melting problem is related to liquid tissue layers. It will drain the entirety of the liquid tissue layer from the entire body regardless of what body part is actually injured. So if they get a cut on their finger, you'll have piss spraying out of the wound until the tissue is entirely depleted.
I tried to make giant ants that had an acid layer on a section of their abdomen once. It had the same problem. Any injury to any body part and the acid would leak everywhere.
I would suggest you just use a self-targeted item creation interaction to have them create filfth at their location, but you want them to do it in a sanitary, civilized manner instead of just dropping a deuce wherever and letting other dwarves haul it off, it seems.
Yeah, this bit of the mod was me indulging in some dark thoughts. The unspoken concept is that the cheerful cheesemakers are in fact, not hobbits at all but something that crawled out of the sea during the breaking of the world and took over their forms.My evil Hobbits leak putrid seawater from their feet (defense mechanism against minotaurs whose horns rot if they step in it, causing despair).
I can't even begin to describe what's going on in my head after reading this, lol.
(Also, just woke up and it's four in the night over here.)
No one will ever know it's there, but that's OK, because likely no-one but me will ever play it. :)
No one will ever know it's there, but that's OK, because likely no-one but me will ever play it. :)
Ok, thats a new one. How did you manage to get them into the hammer? Do they add much to the weight, and maybe damage?
Maybe they were stung by so many bees that the limbs got severed? Or that is what I want to believe in.
Someone stop dikbutdagrate.(https://i.imgur.com/qQG5MtQ.png)
How could they vanish from the save?so far from what I look into it seems like the two skeleton archer humans I resurrected was resurrected away from their unit body so the game just went 'welp time to unload them from this location'
The Marble Towers, mountain range in the Snarling Cradle
The Howling Depths, inland sea in the Snarling Cradle
The Perfect Isle, island in the Abyss of Raptors
Silkendanced, forest retreat in the Peaceful Jungles (wilderness surroundings)
The Unified Confederacy, human civilization
The Last Fierce Blizzards, glacier in the Confusing Continents
Diamondshovels, hillocks in the Crabby Lands
Newwisdom, human monastery in the Declining Notch
The Festive Brush, untamed shrubland
Canyonkeg, dwarven tower in the Intricate Basin
Standardeyes, town in the Field of Direction
Oxut Shadeprince, forgotten beast
Pasmug Dragonscrests, goddess of freedom and thralldom
Feaststale, silver corkscrew, symbol of the baron of Jewelbarbs
Shroomrasped, the Hood of Planning, mail shirt of the queen of the Ancient Alliance
The Haggard Vulgar Bed, goblin tavern in Rentfang
Sluk Murderstabbed, lord of the Disgusting Fiends in Contemptscream
Realmlore, a hamlet governed by the Connected Treaties
The Flowery Realms of Legend, an elven civilization
I can feel the spirits of my ancestors looking down on me in disgust. I can feel Toady staring me down in disapproval.
What have I done?
Sounds like a sausage party
Was their only predator the dreaded titanic vulva slug? :P
It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.
I deleted it. So no raws.
It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.That sounds like a beautiful and hilarious mod.
I deleted it. So no raws.
It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.
Were their attacks slappy or stabby?
Were their attacks slappy or stabby?
This is a travesty and you must cleanse yourself with ‼MAGMA‼